Hierarchical Instanced Static Mesh component instances are not duplicated correctly if the parent is duplicated

UE - Graphics Features - Dec 16, 2016

Duplicating an actor with a Hierarchical Instanced Static Mesh component that has an instance will duplicate the instance as well, but this instance is not rendered. Please note, this was discovere ...

Artefacts with Volumetric Clouds

UE - Graphics Features - Nov 2, 2022

(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...

Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active

UE - Gameplay - Feb 15, 2017

Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active. Restarting the editor fixes the issue. ...

Last Index Node Changes Size And Shape Unexpectedly

UE - Gameplay - Blueprint - Oct 28, 2016

The Last Index node will change size and shape in way that isn't consistent with other nodes when at certain zoom levels. These levels are -1, -7, or -10 respectively. ...

Root Motion from Everything doesn't accept Root Motion from Montages

OLD - Anim - Feb 18, 2016

Root Motion from Everything doesn't accept Root Motion from Montages in 4.11. This works in 4.10. Can regress down the issue if needed. ...

Adding array element of instanced meshes during simulation does not increase amount of elements in array

UE - Gameplay - Blueprint - May 9, 2016

Adding array element of instanced meshes during simulation does not increase amount of elements in array. Regression (No) issue (does) occur in 4.10.4 ...

Sockets Duplicate When Mesh is Reimported

Tools - Dec 21, 2017

When a static mesh that already has sockets created in it's original third party program is reimported into the editor, it's sockets are duplicated. Going from 10 to 20 on reimport.  ...

BP - Array Get node can result in BP compiler note on load with reference types.

UE - Gameplay - Blueprint - Apr 10, 2017

This is similar to [Link Removed], only in this case, the "Array Get" node is implemented as a UK2Node_GetArrayItem and not a UK2Node_CallArrayFunction. The fix for [Link Removed] currently applies ...

CreateWidget node keeps reference to created widget on output pin

UE - Gameplay - Blueprint - Oct 17, 2017

There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to b ...

[Feature Request] Niagara Ribbon Render needs V direction Tessellation option

UE - Niagara - Aug 8, 2021

It has a common chunking visual artifacts that lot's of triangular Translucent overlap once Ribbon's width is big and twisted heavily facing to Camera [Image Removed] It can be fixed by adding mor ...