Chaos Modular Vehicles Examples desynchronizes easily

UE - Simulation - Physics - Feb 27, 2025

Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...

SKP Import - Applied texture maps from previous Twinmotion versions are lost after reimport in TM 2025.1.1

TM - Interoperability - May 8, 2025

Reported in SF [Link Removed] For SKP imports that were added to a file in a previous version of Twinmotion, when the .tm file is concerted to and opened in TM 2025.1.1, if the SKP model is re-impo ...

New Viewport Resolution setting increases every time a new PIE window is launched

UE - Editor - UI Systems - Slate - Sep 2, 2022

When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...

Unresponsive black screen in standalone when enabling HMD w/ Oculus attached

UE - Platform - XR - Oct 8, 2015

Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen. Found on: Binary 4.9.2 release (from launcher/portal) UDN: https://udn.unrealengin ...

[Feature Request] Subclassing UAnimNotifyState_TimedParticleEffect

OLD - Anim - Jan 23, 2019

"have had to modify UAnimNotifyState_TimedParticleEffect in order to subclass it. I added 'ENGINE_API' and removed 'MinimalAPI'. I also needed to move 'ValidateParameters' from 'private' to 'protect ...

Event Dispatcher complains when input is struct array

UE - Gameplay - Blueprint Editor - Sep 12, 2019

Result: Dispatcher node complains "No value will be returned by reference" [Image Removed] Expected: No user errors here. I did more test and the array of struct works as expected. Node shouldn' ...

Make literal container nodes (e.g. MakeArray) do not cast object ref output terms linked to interface-typed input pins.

UE - Framework - Blueprint - Jan 28, 2023

As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...

Widgets can no longer take focus after clicking somewhere other than the widget itself

UE - Editor - UI Systems - Jan 25, 2017

Widgets can no longer take focus after clicking somewhere other than the widget itself. The input mode appears to change, but does not change back when clicking widgets Notes: -This issue did not a ...

PCG crash when using Attribute Remove Duplicates on partitioned data if one of those sets of data is empty

UE - World Creation - Procedural Tools - PCG Graph - Jul 3, 2025

Context: In PCG, the Attribute Remove Duplicates node can be used to remove duplicate attributes from an array. Problem: The licensee has observed that using the Attribute Remove Duplicates node ...

Adding Variable to Struct (Exposed on Spawn) breaks SpawnActor functionality without error/warning

UE - Gameplay - Blueprint - Aug 16, 2018

Adding a variable to a Struct used with SpawnActor breaks functionality without warning. Workaround: Clear Class from SpawnActor and reassign same class User Cites Blueprint Compile manager as fau ...