Scaling with Vive Controllers in VR Mode with Blueprint Editor Open Causes Windows to Jitter Violently

UE - Editor - Workflow Systems - Jun 18, 2018

On Mac in VR Mode, when scaling the world with the controllers while the Blueprint Editor open, all open windows begin jitterring violently. This only occurs if the Blueprint Editor is one of the op ...

Sharing Material shaders wastes memory and disappears from the memreport

UE - Graphics Features - Jul 18, 2019

Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...

Replay playback can become paused indefinitely after scrubbing with high time dilation

UE - Networking - Feb 19, 2020

When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...

Lightmass ignores StaticSwitch in materialinstance

UE - Graphics Features - Aug 12, 2020

This is caused by FLightmassMaterialProxy doesn't have GetStaticParameterSet() function. (FMaterial::GetStaticParameterSet() is called.) It can be fixed by adding the following function to FLightma ...

UDIM UVs are wrong

UE - Graphics Features - Feb 19, 2020

UE4 applies 1-x transform to V coordinate when importing UVs from mesh. This is to handle GL/D3D differences in texture origin, but it breaks UDIM page addressing. It's possible to apply a fix to ...

SessionFrontend Causes Lost Audio on iOS After Switching Apps

UE - Audio - Oct 20, 2020

When using SessionFrontend on some devices, when leaving the app (going to the home screen or another app) or sometimes locking the device there is no more audio after returning to the game. "It lo ...

Split pins on nodes within sub-graphs in an animation blueprint are broken

UE - Anim - Runtime - Mar 16, 2021

There's a bug in the anim bp compiler which results in split pins on animation nodes not being merged properly back onto their parent pin during compilation. The result of this is that any input to ...

Untracked Metadata does not work on arrays of soft objects

UE - CoreTech - Jul 19, 2021

The "untracked" metadata field turns off tracking of soft object references so they will not appear in the content browser or modify things like cooking rules. It works fine on individual references ...

State Tree needs to be compiled again after reopening the Project

UE - AI - StateTree - May 3, 2022

It seems upon reopening a project with State Trees, they don't always keep their last compiled state or recompile when the project is loading up. Same issue occurred when I removed a Task from a Sta ...

Incorrect Redirector(s) created when renaming a LevelSequence

UE - CoreTech - UObject - Jan 19, 2024

Renaming the LevelSequence also renames the internal DirectorBP. Renaming the BP triggers the rename of its BlueprintGeneratedClass asset. A Redirector will be created for the BGC but it will be in ...