Selecting multiple actors with differing DataTableHandles causes data loss

UE - Gameplay - Jan 4, 2021

The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...

Pressed event triggered after calling FlushPressedKeys while holding the button

UE - Gameplay - Input - Oct 2, 2024

This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...

In -game in Editor, if streaming-in a LevelInstance and initialize its world partition, then leaving that cell and make it go outside the streaming grid, to re-enter it again, will trigger a check(!StreamingPolicy) if no GC has happened during that time.

UE - World Creation - Worldbuilding Tools - World Partition - Jan 27, 2025

This crash can be fixed by adding a couple of || IsRunningGame() like it is done here:    FGenerateStreamingContext Context = FGenerateStreamingContext()        .SetLevelPackagesToGenerate((bIsPIE ...

Post Process AnimBP is no longer initialized in Persona Viewport

OLD - Anim - Jul 20, 2017

Post Process AnimBPs used to be processed in the persona viewport. This could have been intentional. Occurs on? 4.14 - 3249277 - NO 4.15 - 3450819 - YES 4.16 - 3466753 - YES 4.17 - 3545186 - YES ...

MediaFramework movies not playing properly in Shipping

Media Framework - Nov 7, 2017

`check(Samples.Pop());` this kind of `Pop()` inside of a `check()` is in a few places in MediaSampleQueue.h and MediaSamples.cpp but `check()` expands to nothing in Shipping/Test, so, required work ...

UWorld::RemoveFromWorld does not check Pointer Reference for null before use

UE - Gameplay - Dec 12, 2017

The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly ...

Suspension CoM calculations don't update with mass.

UE - Simulation - Physics - Dec 15, 2016

UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created. When CoM is set through the editor, the vehicle is constructed with the appropriate offset ...

Actor Sequence Component Not Working While Playing in Standalone

UE - Anim - Sequencer - Jun 6, 2017

When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...

Using multiple SceneCapture2D with DLSS Enabled crashes UE

UE - Graphics Features - Nov 22, 2024

A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...

Chained physics constraints do not work correctly when one constraint is limited

UE - Simulation - Physics - Aug 12, 2017

A chain of physics constraints that includes a physics constraint that is set to Limited does not work correctly. When collision occurs, the attached actors start moving erratically. Regression?: N ...