Grid like distortion when using a render target 2d material in UMG with the Samsung Galaxy S3 and Firefox

UE - Platform - Mobile - Mar 9, 2015

Edit MattK: This is probably not UMG related. There is a grid like distortion when using a render target 2d in UMG on the Samsung Galaxy S3 ...

Renaming an AnimNotify does not redirect event nodes to the new name

OLD - Anim - Apr 10, 2015

Renaming an animNotify in the Animation Notifies window (Window>Animation Notifies) does not redirect existing event nodes to the new name. It also doesn't appear under the Right Click menu in the ...

No shadow cast after Static Mesh Editor material assignment

UE - Editor - Content Pipeline - Datasmith - Importer - Apr 21, 2020

This is a Rhino file. Shadows are not cast on the Static Mesh after materials are assigned in the Static Mesh Editor. This was reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4. ...

Hot Reload: Component bCanEverTick is not updated after compile

UE - Gameplay - Components - Mar 15, 2017

Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...

Set Input Mode (UI Only/Game Only/Game and UI) Does not give an error when there is not a target connected (player controller)

UE - Gameplay - Blueprint - Aug 12, 2015

When using a node that sets the input mode for the game, the input node will not take effect unless there is a player controller specified. However, the node does not give any warning of this. ...

Interface with one or more BlueprintNativeEvent declarations will lead to a compile failure during packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Nov 14, 2017

In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...

Collision Problems on Meshes with Collision Complexity Setting UseComplexAsSimple

UE - Simulation - Physics - Dec 20, 2018

Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...

DBuffer Decals render on top of HISM

UE - Graphics Features - Aug 3, 2015

DBuffer Decals are rendering on top of Hierarchical Instanced Static Meshes despite being placed in the world behind the meshes. Also Reproduced in Main CL-2646357 and Releases 4.9 CL-2641818 [Ima ...

Cannot Include VoiceInterface.h Without First Including OnlineSubsystem.h

UE - Networking - Nov 30, 2016

Including VoiceInterface.h causes compiling to fail until you include OnlineSubsystem.h in the same file. This is not expected because VoiceInterface.h is part of the OnlineSubsystem module which ...

Math Expression Node produces error if it calls a variable located within a hidden variable category

UE - Gameplay - Blueprint - Jan 29, 2016

The math expression node in blueprints does not recognize variables that have been hidden within a blueprint category. ...