Hierarchy is lost when components are copied from one blueprint to another

UE - Gameplay - Blueprint - Jun 8, 2015

If a user has a list of components with a hierarchy, the hierarchy is lost in the target location if they copy the components to another blueprint. ...

World Origin Shifting Rendering Desync On Play

UE - World Creation - Worldbuilding Tools - World Composition - Jan 27, 2020

Message to rebuild lights does not display after static mesh position has changed

UE - Graphics Features - Aug 28, 2024

In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...

Editable text boxes (UMG) are displying the incorrect character when packaging to HTML5

UE - Platform - Mobile - Feb 10, 2015

When you add a editable text box to a project via UMG and package and deploy that project for HTML5, The Text box will show invalid characters when certain keys are pressed. I have attached a photo ...

Splines handle box collision and collision from other shapes differently

UE - Gameplay - May 26, 2016

Splines handle box collision and collision from other shapes differently. ...

Apex Cloth will not render correctly with cloth assigned to multiple materials

UE - Simulation - Physics - Character - Nov 12, 2015

Apex cloth material assigned to multiple material elements will not render correctly in Persona or when PIE/Simulate in the editor. Any material element other than element 0 will be masked/invisible ...

Crash When server traveling from one level and then back again after calling a multiclass event (using Play as Listen Server)

UE - Gameplay - Blueprint - Apr 20, 2018

A crash occurs when switching back and forth between levels when using seamless travel. This happens if a multicast was called and if it contains a member variable. ...

When multiple HLODs are set, the transition does not occur correctly

UE - Graphics Features - Aug 30, 2019

The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...

Custom Events with Default parameter names causes an internal compile error

UE - Gameplay - Blueprint - Nov 2, 2016

Custom Events with Default parameter names causes an internal compile error User Description: I'm not sure if it's a bug,but I post it in bug reports in case it is.Here is the problem: create a c ...

Null access to Unpossessed controller with seamless travel

UE - Gameplay - Mar 9, 2019

The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...