Destructible Mesh component doesn't show in bp viewport until the bp is reopened

UE - Simulation - Physics - Destruction - Jun 10, 2016

Destructible Mesh component doesn't show in bp viewport until the bp is reopened User Description: Mesh dont appears in viewport after add DestructibleComponent and set "Destructible Mesh". After ...

Custom Time Dilation causes PhAT bodies to hover

UE - Simulation - Physics - Nov 5, 2015

Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...

Blueprint with instance static mesh from construction script will cause crash when using the build then build geometry

Tools - Mar 12, 2015

When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctl ...

NPC - Does not get updates from Material Parameter Collection changes in the editor

UE - Niagara - Sep 30, 2024

When an MPC is selected as the Source Material Collection for an NPC, all of its current parameters are carried over to the NPC with their current values. After that, if parameters are added to, rem ...

Packaging will fail if the Nativize Blueprint Assets option is used in a project containing a third-party plugin

UE - Gameplay - Blueprint Runtime - Jul 15, 2016

If a third-party plugin is present in a project that is being packaged with the Nativize Blueprint Assets option turned on, the packaging process will fail because necessary header files in the plug ...

Actor Scale is not included when converting from Matinee to Sequencer

UE - Anim - Sequencer - Nov 16, 2016

Actor Scale is not included when converting from Matinee to Sequencer ...

Blueprint derived from C++ class not saving correctly

UE - Gameplay - Blueprint - Jul 27, 2015

The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...

If a custom code class is modified and a Hot Reload performed, any existing unsaved Blueprints derived from that class can no longer be saved.

UE - Gameplay - Blueprint - Feb 19, 2015

When a custom code class is changed and a Hot Reload is performed, any Blueprints previously made from that class can no longer be saved. Possibly related to [Link Removed]. WORKAROUND: Close and ...

Hierarchical LODs used with Precomputed Visibility cause actors to occlude that should not behind translucent materials

UE - Graphics Features - Jul 6, 2016

When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...