Crash: Unhandled exception UE4Editor_Renderer!FMobileBasePassMeshProcessor::Process

UE - Graphics Features - Mar 14, 2019

HUD can cause a crash when used with Mobile. "When running from visual studio exception happens here: https://github.com/EpicGames/UnrealEngine/blob/4.22/Engine/Source/Runtime/Renderer/Private/Mobi ...

Actor being moved via sequencer has inherited velocity that ignores play rate scale

UE - Anim - Sequencer - Nov 8, 2019

When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...

Cannot Add Collision to an EQS Testing Pawn

UE - AI - Jan 6, 2016

Attempting to add collision to an EQSTestingPawn class is not possible, as the inherited capsule component seems to override any new collision. Simulating with the inherited capsule will cause the P ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

UE - Framework - Blueprint - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...

ChildActorComponent (SkeletalMesh) goes into tpose when calling SetChildActorClass

OLD - Anim - Mar 19, 2018

There is an issue occurring where when updating an animation of a child actor by setting the Child actor class, the animation will flash the skeleton in a T-Pose before continuing with the animation ...

Crash in a packaged project when loading into a level after a nativized Anim BP grabs a PoseSnapshot using a FName

OLD - Anim - Oct 25, 2019

In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...

SetOneWayInteraction functionality has no effect on the simulation

UE - Simulation - Physics - Nov 11, 2022

Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...

Regression: Shader compile failure with SceneDepth in mobile and PC, ES3_1

UE - Platform - Mobile - Nov 30, 2018

SceneTexture:SceneDepth node is not properly compiled in ES3_1. Regression? yes, It is working in 4.20.3 launcher version. This log come up with compile failure LogMaterial: Display: Missing cache ...

Packaged Game crashes when using blend space that was added from the context menu

UE - Anim - Runtime - Anim Blueprints - Nov 16, 2021

Blendspace created within an animation blueprint from the context menu throws an assertion when packaged and ran. Only occurs in packaged projects. The blendspace will work correctly in PIE, and st ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...