Physics actor attached during runtime doesn't have proper collision

UE - Gameplay - Oct 14, 2015

Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...

Scaling blueprint component via gizmo breaks if axis scale reaches 0.0

UE - Gameplay - Blueprint - Oct 4, 2016

Using the transform gizmo to scale a blueprint component will break the functionality if scaled to 0.0 and released. Workaround: If the scale value is directly set to non-zero value, gizmo can be u ...

Missing assignment/recursion in UHLODProxy::FindFirstActor can potentially lead to an infinite loop

UE - World Creation - Worldbuilding Tools - HLOD - Aug 13, 2018

User reports on the forums of being stuck in an infinite loop and noticed a dead branch in the titled function:The body of if (SubLODActor) doesn't actually do anything, guaranteeing an infinite loo ...

YCoCg to sRGB?

UE - Niagara - Rendering - Mar 20, 2024

Both the material and the Niagara compute shader use the same function to interpret the YCoCg color data, but the Niagara compute shader returns an incorrect color. Also found on CL: 32347737 in Re ...

Folders beginning with two periods are incorrectly collapsed by FPaths::CollapseRelativeDirectories

UE - Foundation - Core - Jul 3, 2019

The Function FPaths::CollapseRelativeDirectories assumes that any instance of the characters "/.." are a relative path to the parent directory, and removes them along with the preceding directory. H ...

Android API 30 LaunchURL Not Working

UE - Platform - Mobile - Jul 22, 2021

The LaunchURL blueprint node is not functioning when using non-default browsers in API level 30 on Android Devices. Another licensee reports that the default browser may not be relevant, as any brow ...

LLM: Delete LLM_IF_ENABLED if it is no longer a performance benefit, or convert all allocs and frees to use it if it still is.

UE - Foundation - Data Pipeline - Cooker - Nov 13, 2023

The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...

Color space transform in the UI composition is incorrect on DX12 HDR (r.HDR.UI.CompositeMode=1)

UE - Graphics Features - Jun 11, 2021

Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...

Crash Occurs When Attempting to Use Validated Get on a Local Variable

UE - Gameplay - Blueprint - Jan 13, 2016

In a function, creating a local Pawn or Actor variable, getting it, and then converting the Get to a Validated Get will cause the editor to crash upon compiling the blueprint. Found in 4.10.2 binar ...

Skylight Intensity causes brightness discrepancy between the pathtracer and realtime renderers

UE - Graphics Features - Aug 26, 2024

In a scene without a sky sphere, increasing the skylight intensity will cause the sky to brighten in the pathtracer. Other renderers do not brighten the sky, and the intensity increase is applied on ...