Sequencer - When a subsection has negative play rate, any nested sub-subsections fail to evaluate

UE - Anim - Sequencer - Jul 3, 2025

Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...

Custom depth gets cleared for each eye in VR

UE - Platform - XR - Dec 19, 2020

From licensee: "Expected behavior (as seen in UE 4.25...also confirmed in 4.24):"[Image Removed] "Actual behavior in UE 4.26:"[Image Removed] Report from a licensee: In VR when using custom dep ...

Using TInlineAllocator with a large number in TArray that is in an AActor class will cause child Blueprint class to call an assert while parent class will not

UE - Foundation - Core - Jul 22, 2016

If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...

Editor Crashes When Enabling Closed Loop on Spline in Blueprint

Tools - Oct 18, 2016

Editor is crashing when setting closed loop in the construction script of a blueprint. This did not occur in 4.12.5 following the same repro, this is a regression. ...

Crash occurs running SunTemple on Nexus 6p in Vulkan mode

UE - Platform - Mobile - Jan 14, 2017

Testing Vulkan DLS and hit this crash when running the app on Nexus 6p. This crash does not reproduce on Nexus5_4012_Adreno 330 ...

Input consumed by a widget's action binding can be skipped if using key modifiers

UE - Gameplay - Input - Oct 29, 2021

The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this:  !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...

GetOverlappingComponents does not work on Mobile

UE - Simulation - Physics - Jun 13, 2016

The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...

Packaged GearVR Project fails Oculus Submission Validator tool

UE - Platform - Mobile - Oct 5, 2015

Running with Latest Android Works install and OpenSSL 1.0.2d, a packaged GearVR project from the Editor will fail the Oculus Submission Validator with 5 warnings. [Image Removed] Project Android S ...

Exiting VR Edit mode from simulating causes viewport mismatch

UE - Editor - Workflow Systems - Mar 5, 2016

9/19 VREditor sync notes: Should grey out the editor button while you're simulating ----------------------------------------- I noticed you can fix this issue by reseting the viewport by pressing t ...

A Function input's type is set as Wildcard by default if a Macro with a Wildcard input is created before the Function

UE - Gameplay - Blueprint - Sep 11, 2015

A Function input's type is set as Wildcard by default if a Macro with a Wildcard input is created before the Function. Compiling will fail with an error. Reproduced in 4.8.3 binary, 4.9.0 binary, a ...