Groom cache shape changed from MAYA after imported into UE.

UE - Editor - Content Pipeline - USD - Mar 28, 2022

GAS: Ability that destroys owning actor on activate causes crashes due to ABILITYLIST_SCOPE_LOCK

UE - Gameplay - Gameplay Ability System - Oct 31, 2023

A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...

Dithered LOD Transitions not Rendering Correctly on iOS with Use Landscape Lightmap feature and Foliage

UE - Platform - Mobile - Jun 21, 2016

Dithering appears aggressive and has a screen door-like effect when using the new Landscape Lightmap in combination with Foliage LOD changes. Owen Stupka attempted to reproduce the issue on his iPa ...

If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game

UE - Anim - Sequencer - Sep 8, 2016

If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game. It appears to work when you hit play in the Sequencer Editor, but doesn't work in game. ...

Instanced subobjects are not always instantiated as expected.

UE - Gameplay - Blueprint - Aug 13, 2015

Instantiation of subobjects does not behave as expected when using the DefaultToInstanced UCLASS specifier. The licensee that reported the issue provided a sample project with some ensures added whe ...

[4.10 P2] UI is offcenter for dropdown menus and tooltips in editor

Tools - Nov 2, 2015

In Windows 10, on a system set up with 2 970GTX GPUs in SLI, the dropdown menues from the main navigation tabs will be offset and to the lower left of the screen when selected. ...

Crash triggering SetScalarParameterValueOnMaterial node

UE - Gameplay - Nov 30, 2015

Crash occurs when the user triggers the SetScalarParameterValueOnMaterial function node. ...

GetOverlappingActors/Components ignore physics actors spawned in with zero movement

OLD - Anim - May 15, 2017

GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...

Particles Do Not Obey Lighting Channels

UE - Niagara - Apr 17, 2018

Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...