Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component

UE - Simulation - Physics - Aug 15, 2018

Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...

Jittering appears when setting DOF in ES3.1

UE - Platform - Mobile - Oct 5, 2021

For reference, it was fine in 4.24 In particular, jittering is severe when the camera is moving. GaussianHalfRes has been removed in CL 14036168, which is likely to cause degradation issues if int ...

Rarely, unmodified Niagara will cause diffs and bloat the patch.

UE - Niagara - May 3, 2022

Attached is a project that picks up Niagara from the content sample. The probability of reproduction is about 1/10. The simpler the project, the lower the reproduction probability. I am attaching ...

Shading error after flipping normals on mesh

TM - Interoperability - Mar 11, 2025

As far as I can guess is that in the initial state of the object, the vertex normals are as they come from the DCC, but after the modeling operation they get recalculated somehow that doesn't match ...

Setting MaxWalkSpeed(MovementComponent) on server causes stuttering on Client

UE - Gameplay - Player Movement - Apr 4, 2018

Client stutters when changing MaxWalkSpeed. Did not occur in 4.18 ...

Sequencer tracks missing from packaged game when "spawned" is set to false

UE - Anim - Sequencer - May 22, 2019

Sequences appear to not be getting included when packaging out a project that includes spawnable actors with a "Spawned" track set to false ...

EQS Debug Draw Shows Old Query Information

UE - AI - Sep 26, 2019

Sample project: [Link Removed] Debug draw update correctly: [Link Removed] Debug draw update incorrect: [Link Removed] ...

[Interchange][FBX] Bone orientation is different between legacy and interchange import with the ForceFrontXAxis

UE - Editor - Content Pipeline - Import and Export - Jan 16, 2025

When importing FBX files using the Interchange and legacy import with Force Front X Axis enabled, the transforms of the bones in the imported FBX models will not match. ...

Character No Longer Able to Use Nav Link After NavMesh Update

UE - AI - Feb 10, 2017

Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...

Blocking Volumes don't all update after multi-edit in geometry mode

UE - LD & Modeling - Modeling Tools - BSP - Sep 6, 2016

When editing multiple Blocking Volumes in geometry mode, only one Blocking Volume will properly update it's collision. This seems to just be an update issue. Moving or editing any BSP will cause t ...