Removing Pose from Blend by Enum causes compile error with float defining blend time

OLD - Anim - Sep 16, 2015

Removing Pose from a Blend by Enum node can cause compile errors when a float is defining all of the blend times. ...

Incorrect number of vertices displayed by ProfileGPU command in Cascade particles

UE - Niagara - Dec 9, 2021

This issue was reported by the licensee, but it's possible that the number of vertices in the particles is higher than it really is. ...

Destructible Event OnComponentFracture fires multiple times when Debris flag is enabled.

UE - Simulation - Physics - Destruction - Jul 15, 2015

When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...

Destructible mesh does not trigger overlap event for objects/pawns that are not moving

UE - Simulation - Physics - Destruction - Dec 12, 2014

DESCRIPTION: When using the generate overlap events for a destructible mesh with Static Mesh or skeletal mesh that is not moving will not generate an overlap event to be triggered. So long as the me ...

Parent Begin Play node does not appear to run the parent code class BeginPlay() function before the rest of the Blueprint's Begin Play functionality

UE - Gameplay - Blueprint - Feb 19, 2015

If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...

Fixup Redirectors doesn't work in the editor

Tools - Apr 28, 2015

Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...

After calling Seamless Travel, actors in the level will not be in their original positions

UE - Networking - Dec 18, 2015

After calling Seamless Travel, actors in the level will not be in their original positions. The example provided by the licensee had a different result: the actors, despite having Start Awake disabl ...

Unreal Header Tool can sometimes fail if an Engine plugin is Enabled By Default and has the "Program" Module Type set

UE - Foundation - Core - Feb 15, 2018

An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...