Separate Translucency for Particles Breaks when Scene Color is used

UE - Graphics Features - May 12, 2015

When using Scene Color in a Particle System's Material with Separate Translucency checked true, all Particles with Separate Translucency checked true placed in the level with the Scene Color Particl ...

Motion Blur creates dark artifacts on bottom of screen in editor

UE - Graphics Features - Aug 15, 2016

When motion blur is active and the view port is in motion there will be a dark artifact visible at the bottom of the screen. Normally this isn't very noticeable however the effect worsens with speed ...

Compiling after copy/pasting Event Tick with references into function crashes editor

UE - Gameplay - Blueprint - Aug 29, 2016

When pasting nodes with references to an event tick into a function then compiling the editor will crash. Regression from 4.12.5 Binary CL-3039270 Edit - TravisL: I was able to repro this crash o ...

Actor Components Tick Automatically with Auto Activate Set to False

UE - Gameplay - Oct 17, 2016

Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...

Renaming a Gameplay Tag does not update all references

UE - Gameplay - Jul 26, 2017

When a gameplay tag is renamed, gains a prefix/suffix, or is changed the updates to the tag are not being reflected in blueprints where the value has already been stored. This occurs in the case of ...

Changing the font size to a small size distorts the font

UE - Editor - UI Systems - Slate - Nov 14, 2017

There is issue occurring when changing the font size to a small size, doing this distorts the font when the size is below size 18. It is unknown if this intended behavior for how fonts are resized. ...

Rebuild (with hot reload) fails on newly-created projects

UE - Foundation - Cpp Tools - Hot Reload - Jan 18, 2018

Performing a Rebuild with a hot reload on a brand new code project will fail unless both the Editor and Visual Studio have first been closed and then re-opened. The same result occurs if a Clean is ...

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 ...

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) ...

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 ...