"Out of video memory" crash when attempting to save many assets with source control enabled

UE - Graphics Features - Sep 25, 2020

This will only repro when connected to source control ...

Using "Play Animation" node, if current animation has a looping timed particle it will continue playing

OLD - Anim - Jun 24, 2016

Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...

Unexpected behavior with Broken Constraint and Physics Blend Weight

OLD - Anim - Jan 13, 2017

Looks like the position of the bone according to the animation is still being accounted for somehow, because the collision seems fine (when using pxvis collision). ...

FileSystemDerivedDataBackend may output a corrupted access log

UE - Foundation - Core - Derived Data - May 20, 2021

This problem is caused by the AccessLogWriter has not been flushed at the termination. The following workaround flushes the Writer.class FFileSystemDerivedDataBackend : public FDerivedDataBackendInt ...

Collision channel settings are not recognized in Standalone

OLD - Anim - Oct 18, 2017

Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...

The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script

UE - Simulation - Physics - Jan 20, 2015

The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...

Blueprint enum-to-string node returning inconsistent results across platforms

UE - Gameplay - Mar 5, 2020

Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...

A crash can occur when multiple Actors are spawned/destroyed simultaneously with each one loading an asset.

UE - Foundation - Core - Jan 6, 2017

A crash can occur if multiple Actors are spawned/destroyed simultaneously, with each Actor loading an asset when it is spawned. This does not occur 100% of the time, but it does occur quite frequent ...

The Sorting Issue Between Height Fog and Transparent Objects

UE - Graphics Features - Aug 21, 2024

When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...

Different Load Orders affect Shadows on Foliage & HISM

UE - World Creation - Worldbuilding Tools - Foliage - Mar 14, 2019

Different Load Orders affect Shadows on Foliage & HISM Discovered during verification of [Link Removed] Also created a Blueprint actor with a HISM and duplicated it three times and changed the mob ...