Changing the “show mouse cursor” variable of PlayerController with a mouse button input does not work the same as with a keyboard input

UE - Editor - UI Systems - Slate - Oct 6, 2020

Using the mouse input to show the mouse cursor acts like an Alt+Tab. When clicking the mouse input again to no longer show the cursor, the camera controls stop at the edge of the screen. Reported i ...

Max Pitch Angle does not correctly apply when utilized in procedural foliage volumes

UE - World Creation - Worldbuilding Tools - Foliage - Aug 27, 2015

Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...

Make Bitmask node returns incorrect value when using custom Enum

UE - Gameplay - Blueprint - Jul 5, 2016

When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor

UE - Gameplay - Oct 12, 2018

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor.  Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...

Code classes that include a CableComponent cannot be built in Visual Studio without making a modification to the CableComponent.h file in source code.

UE - Gameplay - May 14, 2015

Adding a cable component to a custom code class will result in a build failure in Visual Studio unless the Cable Component's source code is modified to include CABLECOMPONENT_API. ANSWERHUB:https:/ ...

Unexpected behavior occurs when the default elements of a TMap in an Actor Component are modified in an instance of a Blueprint containing that Actor Component

UE - Gameplay - Blueprint - Jan 17, 2017

Adding an Actor Component that contains a TMap property to a Blueprint results in unexpected behavior when default elements of the TMap are modified in an instance of the Blueprint in the level:Addi ...

Missing texture assets cause warnings on editor start: LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.

UE - Editor - UI Systems - Jan 7, 2025

There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...

StartCameraFade() breaks on mobile projects after editor is closed/reopened

UE - Platform - Mobile - Oct 6, 2015

If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...

[CrashReport] Assertion failed: Canary == ShaderMagic_Initialized

UE - Graphics Features - Jun 13, 2017

This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...

A GeometryCollection that was broken and is going through shrinking will reset the size of its particles if a second level is broken

UE - Simulation - Visual - Oct 18, 2024

Might relate to issue [Link Removed] In Progress - "The Remove-On-Break feature, set on Fracture Mode on Geometry Collectio ...