GAS: Async loaded GameplayCueNotify can execute cue events out of order

UE - Gameplay - Gameplay Ability System - Mar 22, 2025

Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...

[CrashReport] UE4Editor-CoreUObject.dylib!UObject::Rename()

UE - Platform - Apple - Sep 14, 2017

This is an infrequent Mac crash that has occurred for a few users in 4.17. Users have not provided any description of their actions when the crash occurred. The callstack has a few similarities to ...

Failure packaging for android that supports both armv7 arm64 with GoogleVR plugin enabled

UE - Platform - XR - Aug 30, 2016

Unable to package a build for android (ATC) if the GoogleVR plugin is enabled and both arm64 and armv7 are supported. This does not reproduce if you turn off GoogleVR. This does not reproduce if yo ...

Destructible mesh traces fail after switching collision response

UE - Simulation - Physics - Destruction - Jun 15, 2017

User reported issue on UDN, steps above and project attached. ...

NiagaraSystem is compiled every time when first loaded in the editor

UE - Niagara - May 20, 2022

If you are using a large amount of Niagara, you will experience excessive load times in PIE even if nothing is changed. The following code change seems to be effective as an interim response. void ...

Pending Abilities are always Added then Removed (thus ordering is not preserved)

UE - Gameplay - Gameplay Ability System - Apr 20, 2023

We should probably keep a Queue of the Gameplay Abilities Add/Removed rather than two separate lists.  That way we can get the ordering right.  I suspect there are lots of ordering issues if we look ...

Simple collision Landscape returns incorrect physical material

UE - LD & Modeling - Terrain - Landscape - Oct 16, 2019

When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...

GPU time is not tracked in StatFPSChart on Android

UE - Platform - Mobile - Jul 20, 2018

This issue doesn't occur on iOS using the same project. This occurred on all the devices tested, which were: Galaxy S6 (SM-G920F), v6.0, Mali T760MP8 Galaxy S7 (SM-G930V), v7.0, Adreno 530 Galaxy S ...

LineTraceComponent does not respect bEnablePerPolyCollision

UE - Simulation - Physics - Feb 26, 2019

USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...

Child widgets do not maintain the Enhanced Input bindings from their parents

UE - Gameplay - Input - Apr 9, 2025

Test content for this bug is in the /EnhancedInputTesting/UE_268605/EnhancedInput_UE268605 level in QAGame! When a widget blueprint is created with Enhanced Input bindings in the event graph, whe ...