If one or more elements are set in the SensesConfig property of an AIController class containing the AIPerceptionComponent, the elements are reset to None when the Blueprint is compiled.

UE - Gameplay - Blueprint - Jan 22, 2015

After adding an AIPerceptionComponent to a custom AIController class, any elements added to the SensesConfig array are reset to None when the Blueprint is compiled. This is related to [Link Removed ...

HTML5 - View is incorrectly drawn

UE - Platform - Mobile - Sep 23, 2016

The view in a packaged HTML build will not draw the game view as the entire view space, neither in custom sized window nor fullscreen. ...

PrimitiveSceneProxy CreateSceneProxy override not working in 5.4

UE - Rendering Architecture - Aug 30, 2024

Overriding CreateSceneProxy function from PrimitiveSceneProxy for a custom class no longer renders in 5.4 even though the same code is working in 5.3. ...

Packaging a plugin for iOS fails when using remote build from a Windows PC

UE - Platform - Mobile - May 31, 2017

Packaging a plugin for iOS fails when using remote build from a Windows PC. This may be related to [Link Removed]. ...

Using Start Players as Spectators checkbox does not affect Player0

UE - Gameplay - May 20, 2015

When setting up a custom game mode blueprint, if the "Start Players as Spectators" checkbox is checked the first player loaded in PIE will not be in spectator mode. ...

Game Instance being initialized twice in Android build

UE - Gameplay - Feb 11, 2015

When a project with a C++ custom game instance is packaged for Android, the game mode is initialized twice from different paths. Device log files attached ...

Make AGameMode::FindInactivePlayer and related functionality easier to overload

UE - Networking - Oct 27, 2015

Investigate implementing the suggestions in the post at the additional info URL. The user ran into multiple issues trying to customize the behavior of inactive players rejoining. ...

profilegpu should not crash when run on mobile platforms

UE - Platform - Mobile - Apr 15, 2015

We don't have gpu timings on mobile/tiled gpus so we should just print a message that says that is not supported; right now it'll crash trying to run a shader. ...

Crash after removing decal (using set fade out node) during design time and then hitting play

UE - Gameplay - Blueprint - Feb 5, 2019

When calling set fade out on a decal during design time via a custom event that is setup to be called in editor a crash will occur when clicking PIE ...

A version of UnrealVS for VS2019 is not included with the Engine

UE - Foundation - Cpp Tools - UnrealVS - Apr 18, 2019

Version 4.22 of the Engine includes initial support for Visual Studio 2019. However, an updated version of UnrealVS for VS2019 is not included in the Engine. ...