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. ...

A GeometryCollection that was broken and is going through shrinking will reset the size of its particles if a second level is broken

UE - Simulation - Visual - Oct 18, 2024

Might relate to issue [Link Removed] - "The Remove-On-Break feature, set on Fracture Mode on Geometry Collections, stops shrinking and shows strange behaviors" The added information on this particu ...

Physics actor with physics toggled will fall through static meshes set to Movable

UE - Gameplay - Jul 20, 2016

Physics actor with physics toggled will fall through static meshes set to Movable User Description: Basically, what this project does is enable simulate physics on the black cube in the middle, th ...

Particle disappears if it is using PSA_Velocity and setting custom time dilation 0

UE - Graphics Features - Dec 7, 2016

A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...

Setting AnimationMode to "UseAnimationAsset" inside Sequencer might not be set properly.

UE - Anim - Sequencer - Sep 30, 2024

Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...

EQS Overlap test no longer recognizes custom Collision Object Channel

UE - AI - Nov 12, 2019

Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...

Delta struct serialized fast arrays replicating new elements with no changelist

UE - Networking - Jun 14, 2021

There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...

Certain UPROPERTY values are not updated during auto-recompile

UE - Gameplay - Blueprint - Aug 4, 2016

Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...

Crash when entering Brush Editing mode with a Sequence spawnable Post process volume

UE - Graphics Tools - Modeling Tools - BSP - Mar 18, 2024