Enum Variable doesn't pull the correct Default Value

UE - Gameplay - Blueprint - Aug 10, 2015

Enum Variable doesn't pull/print the correct Default Value User Description: (Blueprint) User defined enum in 4.9 getting corrupted I believe there is a severe underlying issue in 4.9 regarding u ...

Application is crashing on the HTC One when UMG is used in the project

UE - Platform - Mobile - Jan 26, 2015

If you include UMG in your project and deploy to an HTC One, the project will crash on the device. Tested this on multiple devices (Galaxy S5, HTC One, NVIDIA Sheild tablet) Monitor logs are atta ...

Record Animation can start "between keys"

OLD - Anim - Feb 8, 2016

A user was trying to make his recorded animation loop, but having trouble getting it to loop properly and having to eyeball it. So I did some digging and experimentation. I think that one of the m ...

Settings related to Supported Agents are not saved in the DefaultEngine.ini

Tools - Aug 25, 2015

All entries in the Project Settings window are suppose to be saved in the DefaultEngine.ini file. This does not occur for settings related to Support Agents such as Can Walk, Can Crouch, etc. Note: ...

Skeletal Meshes keep reference to unused Material IDs

UE - Editor - Content Pipeline - Import and Export - Sep 7, 2016

When importing a FBX with multiple materials and some of them are unused from their setup, they will still be referenced by the skeletal mesh in the Details Panel in the level editor, but in the Per ...

Anim Slots are always placed in the Default Group

OLD - Anim - Sep 16, 2015

After generating a new Slot node in the AnimGraph of the AnimBlueprint, creating a new Slot Group and subsequent Slot for that group results in the new slot being assigned to the Default group after ...

Using UMG on iOS devices are not displaying with the correct resolution and scaling

UE - Editor - UI Systems - Mar 18, 2015

When testing UMG on an iOS device, the UMG is not rendering correctly ot the device. The UMG components seem to over lap each other. Photos of the expected outcome vs the outcome seen have been at ...

Calling a function that returns TWeakObjectPtr in blueprints causes crash

UE - Gameplay - Blueprint - Mar 20, 2015

Calling a code defined function in blueprints that returns a TWeakObjectPtr causes a crash. ...

Linked Anim Graph With Mesh With Post Process BP Has Faster Animation Playrate

OLD - Anim - Jan 20, 2020

When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...