Shipping build crash when unplugging then replugging Oculus HMD

UE - Platform - XR - Nov 9, 2016

Game crashes in shipping build when un-pluging the Oculus HMD, then plugging it back in. Confirmed in 4.13.2 from the launcher, did not repro via same steps in 4.14 preview 3 ...

Composite font uses a sub-font, even when the sub-font doesn't support the character

Tools - Apr 7, 2016

I have a fix for this shelved in CL# 2937344, so it would be good to get it into 4.12 once the user verifies the fix. ...

Updating project modules causes custom blueprints to lose reference to parent class

UE - Gameplay - Blueprint - Jul 7, 2016

When changing the name of a module or creating a new module, updating the _API of a class to the new module will cause blueprints based on this class to lose reference ...

[Interchange] Time zero bind pose do not support multiple bind pose for the same bone

UE - Editor - Content Pipeline - Import and Export - Nov 27, 2024

If you import a model containing multiple mesh using the same bones but with different bind pose, the time zero skin result will be wrong. ...

Rewind Debugger does not support visual tick marks for Visual Log logline events.

UE - Anim - Runtime - Jan 8, 2025

When using UE_VLOG events in blueprint or in code, the rewind debugger does not show those events visually on the track or output those events to the details view. ...

Fixup of spawnables from 5.4 to 5.5 loses custom track names

UE - Anim - Sequencer - Feb 5, 2025

In the process of upgrading from 5.4 to 5.5. One of our systems relies on the internal track names in the sequence to dynamically find an actor to bind the track to. As I was testing the system in ...

Attempting to add or alter custom functions in character blueprint crashes editor upon compile

OLD - Anim - Aug 27, 2015

Editor crashes when adding or adjusting functions within character blueprint. Frequency: 5/5 Crashreporter: N/A Note: Does not reproduce on a new character blueprint, this seems limited to a cha ...

[Feature Request] Add material node or function to easily support AR passthrough camera

UE - Platform - XR - Feb 5, 2018

See the UDN link. This is currently possible with some material work, but should be made more robust to automatically look up the passtrough texture resolution and to deal with apps deployed in por ...

Initializing custom Component on Actor in constructor causes odd hierarchy and details panel issues

UE - Gameplay - Blueprint - Feb 19, 2019

When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...