The Niagara Staticmesh data interface node Random Tri Coords doesn't respect Emitter's Deterministic Settings

UE - Niagara - Aug 11, 2021

From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...

Pins using SGraphPinNameList do not handle reset correctly and do not have a "None" entry

UE - Framework - Blueprint Editor - Sep 15, 2023

From the UDN licensee: I put together a draft PR of something that should work. As I mentioned in the PR, this works as expected with one caveat; in SPinComboBox::Construct we are hardcoding the to ...

Editing primary assets breaks the asset manager list of game feature data assets

UE - Gameplay - Oct 6, 2023

When Game Feature Data assets are loaded as part of the Registering step in the game feature state machine used by Lyra and other games, they register themselves by calling AddGameFeatureToAssetMana ...

Chaos Vehicle does not make them CCD

UE - Simulation - Physics - Jan 10, 2024

AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...

Unable to Import Sockets and LODs together for Static Meshes

Tools - Nov 6, 2015

When importing a Static Mesh into UE4 that is using the SOCKET_ naming, and is part of a Level of Detail set, the socket is discarded. If the Level of Detail set is removed from the Static Mesh, t ...

Unexpected behavior resulting from overlapping or touching physics actors when Simulate Physics is enabled through input

UE - Simulation - Physics - Sep 21, 2015

Weird behavior occurs when toggling Simulate Physics on physics actors by input instead of on BeginPlay. Multiple odd behaviors are present such as touching physics actors ignoring collision. Test ...

Reflection Captures permanently unload with world streaming

UE - Graphics Features - Jul 19, 2024

When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...

UGeometryCollectionComponent::EventDispatcher gets registered for events twice what can result in duplicate collision events being fired

UE - Simulation - Physics - Destruction - Sep 18, 2024

UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...

Calling SetupAttachment/AttachToComponent with 'this' as the parent inside a USceneComponent subtype's C++ ctor for nested component subobjects will result in all instances of the nested default subobject trying to attach to the CDO at registration time.

UE - Gameplay - Nov 16, 2016

This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...

"On List Selection Changed" Retrieves The Wrong Item When "Set Item Selection" is used.

UE - Editor - UI Systems - Jan 8, 2020

When a list view item in UMG is selected using "Set Item Selection" it will get the item of the first entry in the list or the last entry manually selected by the user. The correct item display nam ...