Granular Synth crashes project when played in standalone or packaged with assertion failure

UE - Audio - Jan 5, 2021

Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...

Actor Scale is not included when converting from Matinee to Sequencer

UE - Anim - Sequencer - Nov 16, 2016

Actor Scale is not included when converting from Matinee to Sequencer ...

Installed Editor doesn't package the right target if Marketplace plugin are installed before first launch

UE - Platform - Jun 18, 2024

Something is wrong with the TargetInfo.json file generated when they are some Marketplace plugin installed. The client reported this workaround:  Backup the plugins found in Engine\Plugins\Marketp ...

Always Relevant actor may replicate incorrect movement mode when the walkable floor becomes irrelevant

UE - Gameplay - Player Movement - Feb 26, 2024

When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...

Changing value on float input pin does not automatically provide decimal point

UE - Gameplay - Blueprint Editor - Jun 8, 2017

Entering a whole number value to a float input does not create a ".0" at the end. This was noticed as it causes a small quality of life issue with orphaned pins, where the user can't simply type th ...

App crashes when adding more than 4 splash screens with Gear VR

UE - Platform - XR - Nov 28, 2017

App appears to crash when adding more than 4 splash screens when using Gear VR. ...

StartCameraFade() breaks on mobile projects after editor is closed/reopened

UE - Platform - Mobile - Oct 6, 2015

If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...

Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior

UE - Simulation - Physics - Nov 21, 2024

Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...

Crash when calling "Create Widget" node

UE - Editor - UI Systems - Dec 3, 2014

User reported a crash when trying to call "Create Widget" node set to UserWidget. Was not able to reproduce internally. User was able to resolve the crash by recreating the widget blueprint and re ...