Shader Symbols not Generated for Windows Platform when r.Shaders.Symbols=1

UE - Rendering - Architecture - Shaders - Feb 28, 2025

Shader symbols are not generated for the Windows platform. Attempts were made to set the r.Shaders.Symbols=1 value in the projects DefaultEngine.ini, the engines ConsoleVariables.ini and the engine ...

Ragdoll Physics do not Function Properly on a Mirrored Skeletal Mesh

UE - Simulation - Physics - Dec 1, 2015

Selecting the default character/skeletal mesh (or any skeletal mesh) in the viewport, right-clicking and transforming it so it mirrors on the X,Y, or Z axis will cause the physics to act erratically ...

Setting the brush type of a custom volume BP causes the editor to crash

Tools - Nov 17, 2014

Setting the brush shape of the root component for a custom volume BP causes the editor to immediately crash. ...

Projectiles transferring additional velocity when stepped on.

UE - Gameplay - Jul 10, 2015

If a player steps on projectiles they have their velocity overridden and are launched away from the projectile. ...

The Random Audio Node Function 'Randomize Without Replacement' does not Function Correctly

UE - Audio - Apr 6, 2015

When attempting to play random sounds using the 'Random' node within the audio editor, the 'Randomize Without Replacement' does not function as explained via the tooltip. The options says that if y ...

Changing Effects Quality with Console Command Resets Audio Playback of Packaged Game

UE - Graphics Features - Feb 26, 2015

When packaging a product for Windows (64) with an 'Event Begin Play' node executing a UI sound to play, and changing the Effects Quality within the console, restarts the audio playback for that soun ...

LIVE: A Local Variable cannot have its type changed if another local variable with the same name in a different function is in use

UE - Gameplay - Blueprint - Nov 6, 2014

Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...

Capsule overlap area different/inaccurate after simulating physics

UE - Simulation - Physics - Nov 12, 2015

A licensee found a problem with a capsule component used in a blueprint. A player intersecting the spherical ends of the capsule will cause it to fire overlap events. However, after simulating physi ...

Undo when modifying a single channel causes Entire Actor track to be selected

UE - Anim - Sequencer - Jul 6, 2016

Undo when modifying a single channel causes Entire Actor track to be selected. This is problematic when you're trying to modify just the X, Y, or Z channel in the Graph Editor. ...

Destroying a Component doesn't trigger the OnComponentEndOverlap node

UE - Gameplay - Sep 1, 2015

Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...