Significant hitch occurs when invoking ApplySettings on a UGameUserSettings object

UE - Graphics Features - Jun 18, 2025

Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...

If 'Enable Physics Interaction' is disabled, the player can still interact with physics objects

UE - Gameplay - Oct 22, 2015

If 'Enable Physics Interaction' is disabled, the player can still interact with physics objects User Description: I have a Bus Vehicle with custom physics (skeletal mesh). So I can walk through th ...

Distance Fields no longer work with instances when PIE/Simulate

UE - Graphics Features - Apr 20, 2015

When using distance fields with instance meshes from the foliage tool everything works correctly, however, when simulating or PIE the distance fields will be removed. This working correctly in 4.7.5 ...

Editor movement control regression

Tools - Jul 8, 2015

Using Ctrl+Drag in 4.8 will not affect the location of selected actor if the viewport camera is facing away from selected actor. In 4.7.6 the actor would travel along the X axis even if the camera ...

Get Ping in ms returns 9999 in a packaged game when tested on systems not on the same network

UE - Networking - Feb 25, 2016

Get Ping in ms returns 9999 in a packaged game when tested on systems not on the same network. This does not prevent Client connection to the Server. Note: my understanding is this would be caused ...

Actors in sublevels do not replicate to Clients after Seamless ServerTravel

UE - Networking - Dec 9, 2015

Actors in sublevels do not replicate to Clients after Seamless ServerTravel. The user reporting this noted that "[...] UNetDriver::IsLevelInitializedForActor() keeps returning false even when the ac ...

Joining a session in PIE with Auto Connect To Server disabled will crash PIE

UE - Networking - Nov 11, 2015

Joining a session in PIE with Auto Connect To Server disabled will crash PIE. Note: this is not specific to the Multiplayer Shootout project used in the repro steps; this will occur in any project ...

Confusion over what assets are saved in Persona with the Toolbar button

OLD - Anim - Jun 24, 2015

Some users appear confused as to why the skeleton is not saved when they add sockets while in Animation Editing Mode. Unsure what an elegant solution would be at this time. ...

The Default Value for a Timespan variable resets whenever its Blueprint is compiled

UE - Gameplay - Blueprint - Nov 30, 2014

The Default Value for a Timespan variable resets to 00:00:00.000 whenever its Blueprint is compiled. ...

Skeletal mesh jerks backwards when moving capsule component back to skeletal mesh with physics enabled

UE - Simulation - Physics - Jul 27, 2015

If a skeletal mesh utilizing a capsule component has physics enabled to ragdoll, when the capsule is moved back to the mesh the mesh will jerk backwards towards the capsule briefly. ...