Subtracting .2 from a float produces a floating point error

UE - Gameplay - Blueprint - Feb 1, 2016

Subtracting .2 from a float seems to produce a float error, registering incorrect values during if checks. ...

Root component doesn't scale appropriately when defer spawning in C++

UE - Gameplay - Components - Feb 12, 2018

Whenever defer spawning is used from the GameplayStatics library it is supposed change it's transform properties based on what is passed in as a parameter. Despite this, it seems the newly created a ...

Set user focus for player 0 will cause other local players to lose input

UE - Gameplay - Input - Feb 28, 2019

When the player at index 0 sets its user focus it will cause other players to lose input. This does not occur when setting the user focus of players with an index higher than 0. ...

Some debug modes do not work in PIE

UE - Platform - Mobile - Jan 9, 2024

It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...

Refraction breaks Translucent Sort Order without Separate Transparency Enabled

UE - Graphics Features - Jan 6, 2016

With multiple Translucent Material sorted in 3-D space or via Transparency Sort Priority, if one of the materials uses refraction it will render on top of the others no matter position or sort prior ...

Vector Field Initial Rotation will always have the same initial rotations for each emitter instance

UE - Niagara - Nov 11, 2019

The Vector Field Initial rotation module will have the same rotation for all instances of the same emitter. This is a regression from 4.22. ...

Particle System check for IsActive in Blueprints does not reset

UE - Graphics Features - Jan 4, 2016

When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...

Real Time Preview for Converted Vector Parameters not working

UE - Graphics Features - Dec 5, 2014

The Real Time Preview of Converted Vector Parameters from the Material Editor are not currently previewing in the level viewport without re-compiling the material. ...

Particles: SetFloatParameter not always having an effect

UE - Graphics Features - Oct 7, 2015

A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...

Decal Fading parameters are completely broken

UE - Graphics Features - Sep 20, 2020