Undetected infinite loop on spline creation

UE - Gameplay - Blueprint Compiler - Mar 16, 2019

It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...

Procedural Foliage Volume: Simulate() function doesn't work in Blue Print

UE - World Creation - Worldbuilding Tools - Foliage - May 10, 2019

Procedural Foliage Volumes can be resimulated by clicking the Resimulate button. But they can't be resimulated from Blueprints, even if there is a Simulate() function that can be executed. Found in ...

Mobile VR - Render Targets not working with Mobile Multi-View

UE - Platform - XR - Jun 6, 2019

Render target materials display as black on mobile VR when Mobile Multi-View is enabled. Also confirmed with LDR capture source. User also reports issues with scene depth (potentially fixed with [ ...

Packaged Dedicated Server will not regenerate navmesh around instanced mesh

UE - AI - Jun 6, 2019

The foliage instanced mesh, as well as ISM and HISM components both appears to be unable to export navmesh data for generation once we introduce a change in the contents. This error only shows up in ...

Sequencer bindings are lost when creating Sequence Player after loading a Sublevel

UE - Anim - Sequencer - Jun 26, 2019

Sequencer bindings are lost when creating Sequence Player after loading a Sublevel using LoadLevelInstance. This was reported and tested in 4.21.2 (CL-4753647). This was reproduced in 4.22.3 (CL-7 ...

Niagara Sample Static Mesh. Source Not Working

UE - Niagara - Jul 7, 2019

Static meshes are not rendered as particles when using the Static mesh module in Niagara and setting its source to a static mesh in the scene. Tested in 4.21.2 (CL -  4753647), 4.22 (CL - 7053647), ...

When setting in PreviewGameLaunguage, the package application always adds "culture" to the argument

UE - Editor - UI Systems - Localization - Nov 12, 2020

Whenever packaging project from Launcher with a PreviewGameLanguage set, the culture="preview language" is added to the UE4CommandLine.txt file. Can avoid this issue by setting "None" in PreviewGam ...

WaitMutex behaves poorly when there are casing differences in the same path

UE - Foundation - Cpp Tools - UnrealBuildTool - Jan 5, 2021

The proposed solution here is to make the casing of the path provided to the hashing function for the mutex consistent with something like:publicstatic string GetUniqueMutexForPath(string Name, stri ...

Adding Components via Editor Utility Widgets does not add component to Details panel

UE - Framework - Blueprint Editor - Nov 14, 2022

Using the Editor Utility Widget to add components to objects in UE does not appear to function as expected. I reproduced this 8/8 times in UE 5.1, 5.0, and 4.27, confirming that this is not a regres ...

Cloth collisions thickness doesn't scale with the character.

UE - Simulation - Physics - Character - Jan 10, 2023

Character's clothes bubble up as their scale goes down due to the collision thickness not being correctly scaled. ...