[AI] The ZoneGraph show flag is in the ZoneGraphEditor module but used during runtime in ZoneGraph module

UE - AI - Navigation - Mar 18, 2025

The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...

Cached State Machine is re-initialized whenever cached pose is referenced

OLD - Anim - May 19, 2015

This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...

Outside of AnimBP's, Animation Sequences with negative Rate Scales do not animate

OLD - Anim - Mar 20, 2015

Animation Sequences with negative Rate Scales do not play outside of using them in Animation Blueprints...unless they are looping. UPDATE: A negative rate scale value also breaks Anim Montages. ht ...

Duplicating meshes in blueprint improperly place transform widget and initially does not appear in viewport

UE - Gameplay - Blueprint - Jun 24, 2015

If a mesh is duplicated within a blueprint components panel, it will be invisible in the viewport, the transform widget will incorrectly align itself and refrain from moving, and if the transform wi ...

OnClicked events do not trigger on objects 100k units away from camera

UE - Gameplay - Mar 26, 2015

Objects that are 100k uu+ away from camera do not trigger "OnClicked" events ...

LIVE: Some Chinese letters do not show when used with UMG when deployed to mobile

UE - Editor - UI Systems - Localization - Nov 7, 2014

When deploying a project to an Android device that uses UMG and Chinese text, Not all text is displayed when deployed to a mobile device ...

Packaged Win32 Shootergame crashes in OpenGL

UE - Graphics Features - Nov 4, 2014

Packaged Win32 Shootergame crashes in OpenGL. This cropped up while testing on Windows XP, but occurs on all platforms if you launch in OpenGL. QA REGRESSION: YES WORKING: Regressing now BROKEN: ...

Blueprint node detail checkboxes are not transfered during copy/paste

UE - Gameplay - Blueprint - Sep 24, 2015

When editing settings in a blueprint node's details and copying the values of a setting / pasting to the same value of a different node, the value will update after pasting but the checkbox setting ...

"Diff Against Depo" Does not Display Changes to AI Controller Property

UE - Gameplay - Blueprint Editor - Mar 2, 2016

When using Diff Against Depot to see changes made to a file since it was last checked in, changes made to the AI Controller default property are not displayed under the defaults section. Found in ...