The 'Add Movement Input' node no longer functions on a Default Pawn

UE - Gameplay - Apr 1, 2015

The 'Add Movement Input' node no longer functions on a Default Pawn. This worked in 4.5.1 & 4.6.1. ...

Scene Capture 2D causes Android to Crash

UE - Platform - Mobile - Sep 15, 2015

Scene Capture 2D causes the app to crash on Android in ETC2. I checked iPhone and I did not receive a crash. ...

Subsurface Profile Materials That Are Illuminated By Particle Lights Render White

UE - Graphics Features - Feb 9, 2017

Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...

Duplicating Level With Large _BuiltData File Results in Editor Crash

UE - Foundation - Core - Jun 7, 2018

Trying to duplicate a level in the editor that has a large _BuiltData file results in a crash. In the case of the supplied test level, it is over 3 GB. Crash repros in 4.19.2 and Main (CL 4115885). ...

ForLoop used inside BP Function Library always returns 0 index when used in a Construction Script

UE - Gameplay - Sep 18, 2018

Using a For Loop inside of a Blueprint Function or Function Library will always return index 0 when used in the Construction Script. This was reported and tested in 4.19.2 (CL-4033788). This was r ...

Scrollbox under multiple retainerboxes doesn’t scroll correctly with PIE

UE - Editor - UI Systems - Aug 14, 2019

When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...

Navmesh seems to have buggy behavior when interacting with HISMCs that programmatically set mesh via SetStaticMesh.

UE - AI - Mar 6, 2020

Both versions works correctly if HISMC is pre-placed (generated in ConstructionScript). Only when generated dynamically does it fails. The Navmesh isn't being updated after SetStaticMesh and AddInst ...

Android launch images change size while onscreen

UE - Platform - Mobile - May 4, 2020

This was reproduced both in Match 3 and a new BP project with a custom launch image. Note that on Pixel 2 the BP project behaves a little differently than Match3. It displays in full size, then s ...

When always loading last project, project logs are saved to the engine folder

UE - Editor - Aug 6, 2020

Checked on the Binary version //UE4/Release-4.25 stream CL 13942748 Version 4.25.3, logs are also saved into Engine folder: \AppData\Local\UnrealEngine\4.25\Saved\Logs instead of a Project folderIf a ...

Network Prediction plugin: dispossessing a client pawn results in repeated sim input

UE - Gameplay - Apr 1, 2022

After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn.   For example, a client player may be holding down continuous inp ...