When collision tracing a StaticMesh with ComplexCollision, trace penetration occurs

UE - Simulation - Physics - Sep 13, 2017

In the attached project, collision tracing is performed for StaticMesh of SimpleCollision and StaticMesh of ComplexCollision at the level. Trace is done from sphere trace from BP. At this time, trac ...

SetAdd and MapAdd nodes do not return Bool

UE - Gameplay - Blueprint - Mar 29, 2018

Set Add and Map Add nodes no longer return the boolean (bool would return true if item was added to set, false if it already exists in set) ...

Parser drops Braces unexpectedly when copy pasting Nodes

UE - Foundation - Core - Jun 19, 2018

InString with Curly brackets are copied to clipboard as DefaultValue="\"{Hello}\"", and the pasted result does not include the Curly brackets. "Brace drop itself is happening in FParse::Li ...

Separate Translucency does not work when DoF is active

UE - Platform - Mobile - Nov 12, 2018

Creating Anim Montage drops a frame(s)

UE - Anim - Gameplay - Dec 13, 2018

When creating an animation montage, it appears that frames can be lost. ...

Memory leak with disable rendering

UE - Graphics Features - Sep 2, 2019

When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...

Draw Brush Polys is not displayed when Separate Translucency is enabled

UE - Rendering Architecture - RHI - Mar 9, 2020

This is working properly in 4.21.2 ...

Some bones are not removed even when registered in "Bones to Remove"

UE - Anim - Runtime - Mar 22, 2020

 The difference between "testbone" and "testbone2" is only whether there is "joint7" Skinning itself has been properly ruled out. However, it can be confirmed by attaching a socket etc., but the bo ...