ACharacter JumpMaxHoldTime quickly prevents jumping on the server

UE - Gameplay - Blueprint - Sep 18, 2017

-Character no longer jumps to full height when on client when setting maxholdtime to anything above 0 in character blueprint ...

Cannot specify custom window positions in "windowed mode" for packaged games

Tools - Nov 30, 2017

There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...

Static mesh's material slot's cast shadow does not require a build of StaticLight

UE - Graphics Features - Dec 7, 2017

If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...

Nativizing actor does not destroy component with construction script.

UE - Gameplay - Blueprint Compiler - Nov 19, 2018

Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...

Cannot get CookedFFTData from an Audio Component in a packaged build

UE - Audio - Jul 11, 2019

When trying to get CookedFFTData from an audio component in a packaged build it fails despite working in the Editor. This also occurs when you package the project from File->Package Project->Windows ...

Collision lost from body when using world composition and streaming

UE - Simulation - Physics - Mar 1, 2021

Physics object from a streamed level does not interact with other physics objects in persistent level. ...

Undo then Redo Creating a Spawnable in Sequencer Creates Extra Actor in Level

UE - Anim - Sequencer - May 3, 2023

There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer.  It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...

Crash when a nested widget is set to "Force Slow Construction Path"

UE - Editor - UI Systems - May 25, 2018

Does not occur if the root widget also disables the fast path. As a result, the current workaround is to ensure that the fast construction path is also disabled on the parent widget by making sure ...

Changing UFUNCTION Category causes function to not appear in BP right-click menu after hot reload

UE - Gameplay - Blueprint - Mar 11, 2015

If a function with a Category set in its UFUNCTION macro has the value of the category changed and then compiled (hot reload), the function will no longer show up in the right click menu of the blue ...