Unable to change the 'Actor to Track' on Cine Cameras when the target Actor is in a different Sublevel

UE - Anim - Sequencer - Jul 2, 2018

You are unable to track Actors that are in different sublevels when using Cine Cameras. The 'Actor to Track' is set back to none if the target Actor isn't in the same sublevel as the Camera. This is ...

Full Screen Native Resolution not supported on new iPad Pro 11-inch and iPad Pro 12.9 inch (3rd generation)

UE - Platform - Mobile - Nov 16, 2018

A licensee has reported that Full Screen native resolution does not work properly on the iPad Pro 11-inch and on the iPad Pro 12.9-inch (3rd generation). Black borders are used around the screen ins ...

Packaging that involves a compilation process causes custom icons to not show in the taskbar on Windows in Binary

UE - Foundation - Cpp Tools - UnrealBuildTool - Nov 30, 2018

Packaging that involves a comilation process in the Binary editor causes custom Windows icons to be ignored in packaged games. This could either be seen in a Code project or in a Blueprint Only proj ...

Simulated Proxies using UCharacterMovementComponent slide around after moving

UE - Gameplay - Player Movement - May 15, 2019

UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...

Internal Compiler Error: Tried to create a property Crash in scope Beta_C, but another object (ObjectProperty /Game/Alpha.Alpha_C:Crash) already exists there.

UE - Gameplay - Blueprint - Oct 31, 2019

After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...

STAT_AI_BehaviorTree_InstanceMemory is sometimes wildly inaccurate

UE - AI - Jun 10, 2020

From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...

FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement() fail on new keys with a substring of another key

UE - Editor - Verse Class Editor - Jan 27, 2022

Duplicate key checking in maps and sets in the editor is done via calls to FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement(), but this code is checking for object names which are subsets ...

When TSR is enabled, the maximum brightness is clamped to about 16000.

UE - Graphics Features - Jun 7, 2022

You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...

The Unreal Engine building dialog either does not appear or is only visible for a brief second

UE - Virtual Production - Nov 18, 2022

This is not a regression against 5.0. Tested in //UE5/Release-5.0 CL20979098 However, as users have pointed out, this is a departure from UE4. The same process in 4.27.2 demonstrates the building d ...

CopyFileUnderSourceControl Fails on Already Resolved Files

UE - Editor - Apr 12, 2023

CopyFileUnderSourceControl has instances when the response is not a success even though the files are copied successfully under source control. It seems FPerforceCopyWorker::Execute() tries to reso ...