FSlateApplication::OnControllerAnalog triggers a MouseLeftClick event to be added to the input stack.

UE - Gameplay - Input - Jun 3, 2016

It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...

Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin

UE - Gameplay - Jun 3, 2016

Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin **This is a regression. It was working in 4.11.2 Could also be related to: [Link Removed] User D ...

Perforce integration creates bad changelist

Tools - May 14, 2019

Perforce integration creates bad changelist when deleting or renaming a file, then renaming another into its place ...

Non-Struct CDO component properties display incorrectly in the property editor.

UE - Gameplay - Blueprint - Aug 17, 2016

UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor. ...

Static mesh component reports relative transform as world transform when Physics is enabled

UE - Gameplay - May 3, 2016

If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...

Property "GameFeatureData.PrimaryAssetTypesToScan.Directories" should be tagged with "ForceShowPluginContent"

UE - Foundation - Oct 11, 2025

When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...

Hot Reload crash on PIE with custom AIController and Perception Component

UE - AI - Sep 29, 2015

If a pawn in the level is using a custom AI Controller that sets the AIPerceptionComponent in code, the editor will crash on PIE after a hot reload. CrashReporter: [Link Removed] ...

StartCameraFade() breaks on mobile projects after editor is closed/reopened

UE - Platform - Mobile - Oct 6, 2015

If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...

Values are not copied for a EnumArray that is part of an exposed Struct Variable

UE - Gameplay - Blueprint - Jun 21, 2016

Values are not copied for a EnumArray that is part of an exposed Struct Variable; when copying from the Details panel to a copy of the same actor. User Description: If you make an array of custom ...

Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator

UE - AI - Jun 16, 2015

Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...