MoviePipeline Project Settings can't refer to Plugin classes

UE - Anim - Sequencer - Feb 12, 2022

A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...

Inconsistent warning with actor root component mobility setting

UE - Gameplay - Oct 27, 2016

When an actor class sets the root component mobility to Static or Stationary, spawning an instance of the class (or child blueprint) during runtime will print a warning message in the output log of ...

Using Subversion results in a hanging attempt to sync to source control

Using Subversion on a Mac to connect to an online repository causes the Source Control settings window to hang indefinitely and never succeed in connecting ...

Crash When Using Kill Box/Kill Height With Ribbon Emitter

UE - Niagara - Mar 29, 2017

Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...

Sound cue will ignore sound mix settings if settings are called in game instance

UE - Audio - May 31, 2017

When using a Game instance to modify the sound in the editor the sound will ignore settings made by game instance. This issue appears to be occurring only in the editor, as running the game in stand ...

Creating Widget at run time with an exposed variable causes Engine crash with Assertion

Tools - May 8, 2020

If you are using the default values of the In Size the project will run fine, but changing the values will make the engine crash. This was reported and tested in 4.25 (CL-13144385) and reproduced i ...

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 ...

Granular Synth Component does not generate sound on non-Force Inline assets

UE - Audio - Mar 7, 2022

Granular Synth Component is not generating a sound as it previously did. ...

Contact shadows bug in splitscreen

UE - Graphics Features - Dec 11, 2024

Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...

Simulate Physics with Destructible that is using World Support can't be enabled after it's been hit.

UE - Simulation - Physics - Destruction - Apr 22, 2015

When using a Destructible with World Support set simulate physics can be enabled so long as the DM has not been hit yet. Once it's been hit it no long is able to be set to simulate. ...