Mouse cursor position is locked to center of screen when bShowMouseCursor is false

Tools - Nov 16, 2016

When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...

The Nativize Blueprint Assets option causes C++ collision components to ignore their extents set in a blueprint

UE - Gameplay - Blueprint Runtime - Jan 11, 2017

Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...

Default subobjects do not get PostLoad called

UE - Gameplay - Components - Nov 3, 2016

PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...

LIVE: ProjectileMovement component does not function when a PrimitiveComponent is missing or removed from the Components

UE - Simulation - Physics - Nov 18, 2014

A projectile brought over from 4.5.1 or earlier that does not have a Primitive Component as the Root, or removing the root from the projectile in 4.6, returns an error: "Movement component [Projecti ...

Crash when saving a Data Table that is referencing itself in a Data Table Row Handle

Tools - Feb 23, 2017

Crash when saving a Data Table that is referencing itself in a Data Table Row Handle. Reopening the project also causes a crash. *Regression: Yes This was fixed and working in 4.13-3037605 This i ...

Stationary Skylight intensity blown out

UE - Graphics Features - Nov 29, 2016

Using a Stationary Skylight appears to be blown out with the SLS Captured Scene. Movable and Static do not exhibit this behavior. Comparison gif attached and sample project attached. Tested with: ...

Landscape Grasstype warning causes log spam when landscape is streamed in or out

UE - LD & Modeling - Terrain - Landscape - Nov 16, 2016

Using the Landscape Grasstype will generate log spam for the number of Landscape components being used or if using World Composition will generate a log warning for each tile used. The warning ind ...

Packaging Fails When Media Player->Open Source is Used in C++

Media Framework - Sep 13, 2016

When attempting to use a media player asset in code, packaging will fail with the error message shown below. Could not find a native player for [...]4.13/Content/Movies/Tutorial.wmv This occurs ev ...

Reset Instance Changes to Blueprint Defaults does not reregister components

UE - Framework - Blueprint Editor - Jan 17, 2024

For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...

Adding a custom plugin to a code project that is in the root location of a drive will result in an error stating that the plugin was found in two locations

UE - Foundation - Cpp Tools - Plugin System - Nov 25, 2016

Creating a new custom plugin in the root location of a drive results in the project being unable to open or build. An error message appears that states that the plugin was found in two locations, an ...