Navmesh blocking representation for cylinders is wrongly offset when the mesh has IsDynamicObstacle=true

UE - AI - Navigation - Jul 16, 2024

In a mesh asset, setting Navigation>IsDynamicObstacle=true will make the Navigation / Cylinder Collision projection appear in a wrong position. As described in the case, the fix should reside in Na ...

[CrashReport][Crash] crash at exit due to pending perforce background tasks

UE - Editor - Workflow Systems - Jul 16, 2024

Users affected: 440 Total occurrences: 672 Last occurrence: July 16th 2024, 2:40:01 pm First occurrence: December 31st 2023, 1:47:28 pm Latest version: ++UE5+Release-5.3-CL-29314046 Platform: Win64 ...

Adding a C++ CameraComponent to the Vehicle in the Vehicle C++ template causes compilation errors.

Docs - Samples - Jun 14, 2016

When adding a C++ component based off Camera Component to the vehicle BP in the C++ Vehicle template, the code will fail to compile. Error message: D:\Epic Games\4.11\Engine\Source\Runtime\Engine ...

Streaming Distance Multiplier Removed From Skel Mesh Settings

UE - Graphics Features - Jan 24, 2017

In 4.13 game developers had the option to adjust the streaming distance multiplier on their rigged characters in order to stop their textures mipping out in certain situations. This option has bee ...

Epic Mannequin's Material Does Not Render Correctly On Intel HD Graphics

UE - Graphics Features - Feb 1, 2017

The Epic Mannequin no longer renders correctly when using an Integrated Intel HD Graphics 4600 GPU. The character will either have parts of his body hidden(4.14) or completely black(4.15) depending ...

Duplicated bp components incorrectly double their transforms when created

UE - Gameplay - Blueprint - Jan 4, 2017

Add a light to a blueprint Move it away from the origin Right click on the component and duplicate it Notice that the new light is now a child of the previous light and that its transform is now in ...

Weird grey bar renders on disabled planar reflections

UE - Graphics Features - Jul 11, 2017

NOTE This is best seen if you are in a mobile Preview Rendering Level There is some rendering defect that can be seen as the camera moves around the Planar Reflection area. You can also see some ...

Typing "Print S" in Blueprint Graph Context Menu returns wrong result

UE - Gameplay - Blueprint Editor - Jul 17, 2017

Typing "Print S" in Blueprint Graph Context Menu returns a result that does not contain the letters "Print S" this issue persists is you add another s after (Print ss). The search should display som ...

Render state for InstanceStaticMesh doesn't recreate after modification of instances list with RemoveInstance

UE - Gameplay - Blueprint - Sep 14, 2017

When Remove Instance is called for an instance static mesh component, the render state is not properly updated, causing some of the instances to not be visible. Workaround: Forcing a call to PostEd ...

Foliage Instanced Static Meshes disappear when FISM Component BP is compiled

UE - World Creation - Worldbuilding Tools - Foliage - Nov 10, 2017

This bug removes foliage from a level when the Component Blueprint is compiled. Switching the Foliage type asset to another component will cause the issue to stop occurring. The Component Blueprint ...