Expanding a macro with split struct pins causes internal compile errors

UE - Gameplay - Blueprint - Jul 27, 2017

Expanding a macro that passes a struct with split struct pins to a function causes internal compile errors. Attaching sample project, can be recreated with steps above. ...

Subsurface Scattering Checkerboard with SceneColourFormat 3 (High Scalability) leads to a visual artefact when temporal upscaling is in use

UE - Graphics Features - Sep 30, 2024

Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...

Crash on applying animation modifier for some assets

OLD - Anim - Oct 29, 2019

When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...

Zero Length Raycasts/Sweeps not returning hits

UE - Simulation - Physics - Apr 11, 2019

Sweeps/Raycasts do not return hits for zero length queries. This is a regression from 4.21, where zero length Sweeps/Raycasts correctly returned hits. ...

DrawBoxSweeps does not fully account for rotation

UE - Simulation - Physics - Apr 3, 2019

DrawBoxSweeps does not account for box rotation when drawing lines between swept vertices, leading to disconnected debug visuals.  ...

STAT GPU console command makes the editor unresponsive

UE - Foundation - Core - Mar 30, 2018

Running the stat GPU command causes the editor to hitch for a period of time.  ...

Throbber widget could eat up all of your RAM

UE - Editor - UI Systems - Jan 22, 2015

A user has reported that they could BSOD (Blue Screen Of Death) their computer by putting in 999999999999 as the number of pieces for the throbber widget. While I was unable to produce this on our s ...

FSkeletalMeshMerge::CalculateLodCount calculates minimum LODs improperly

UE - Gameplay - Aug 23, 2016

CalculateLodCount tries to bound the output LOD count as at least one (count >= 1), but actually bounds it as no more than 1 (count <= 1). Just need to change a FMath::Min to FMath::Max. ...

Deferred movement updates don't respect the bTeleport flags

UE - Simulation - Physics - Jun 17, 2015

FScopedMovementUpdate needs to be aware of the bTeleport flags used in the MoveComponent call. This could get complex when there is a mix of teleport and non-teleport. ...

FPhysicsInterface_PhysX::LineTrace_Geom fails for welded bodies

UE - Simulation - Physics - Aug 2, 2019

FPhysicsInterface_PhysX::LineTrace_Geom does not properly respond to welded child bodies. ...