Animation Orientation does not Auto-Convert to UE4 Coordinates when Reimporting

OLD - Anim - Nov 23, 2015

Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...

The number of elements in an array remain the same as the default when duplicating an actor

UE - Gameplay - Blueprint - Feb 22, 2017

If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...

Data is not filled in for a Blueprint struct array contained within another Blueprint struct

UE - Gameplay - Blueprint - Mar 6, 2017

If a Blueprint struct contains a variable that is an array of another Blueprint struct, data in a datatable based on the first struct will not be correctly filled in for the struct array. If the str ...

Crashing when Google Resonance is used with Soundfield Submix

UE - Audio - Sep 17, 2020

When PIE'ing and stopping PIE with Google Resonance in use, the engine crashes after PIE session ended. Crash appears as a result of the Soundfield Submix's Soundfield Encoding Format being set to ...

Math Expression Node produces error if it calls a variable located within a hidden variable category

UE - Gameplay - Blueprint - Jan 29, 2016

The math expression node in blueprints does not recognize variables that have been hidden within a blueprint category. ...

EditInlineNew specifier for UClasses causes issues with the editor UI

Tools - Dec 10, 2015

When a class uses the EditInlineNew specifier, the resulting class has some errors when interacting with the editor. 1. Unable to assign existing blueprints based off the class to an array of that ...

Anim Notify blueprints are included in packages when not referenced

UE - Foundation - Core - Cooker - Sep 17, 2018

Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...

Masked material using virtual textures covering a decal will result in black pixels

UE - Graphics Features - Nanite - Mar 31, 2025

Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...

Mouse capture gets caught by default created PlayerController

UE - Editor - UI Systems - Slate - Dec 12, 2016

In PIE games, it looks like this may be caused by the window immediately taking control of the mouse and setting up focus. In networked games, clients call ULocalPlayer::SpawnPlayActor which will c ...

Crash at runtime when rotating a retainer box that contains an image

UE - Editor - UI Systems - Mar 29, 2017

Crash at runtime when rotating a retainer box that contains an image ...