Clothing Backstops are Larger than the Clothing Asset When Asset is Imported at a Scale Other than 1.0

UE - Simulation - Physics - Character - Feb 1, 2018

Backstops show up to be larger than the clothing asset when an asset is imported at a scale other than 1.0 and a clothing assets is created and applied Inconsistent in 4.18 but consistent in 4.19 ...

Actor being moved via sequencer has inherited velocity that ignores play rate scale

UE - Anim - Sequencer - Nov 8, 2019

When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...

Modifying an asset while having added a FBlacklistPaths filter hides the asset.

Tools - Jun 15, 2020

There seems to be an issue with BlacklistsPaths accidentally filtering out new or modified assets regardless if they are in the blacklisted path or not. ...

Infrequent WaitingTask->IsCompleted crash related to FNiagaraSubmixListener closing QAGame -game

UE - Audio - Submixes - Jan 5, 2022

Infrequent WaitingTask->IsCompleted crash related to FNiagaraSubmixListener closing QAGame -game Unsure if related to [Link Removed] it was spawned from a group of oodle crashes and this is distinc ...

Selecting other components after selecting a Spline Component's control point keeps the transform gizmo and functionality at the Spline Control point

UE - Editor - Workflow Systems - May 3, 2022

Selecting other components after selecting a Spline Component's control point keeps the transform gizmo and functionality at the Spline Control point Repro Rate: 4/4 Tested this in //UE4/Release-4 ...

Ensure condition failed: bPlayingBackwards ? (CurrentPosition <= PreviousPosition) : (CurrentPosition >= PreviousPosition)

UE - Anim - Sequencer - May 10, 2022

The problem is caused by the animation sequence playback position being set out of range from Sequencer. The call stack is :  UE4Editor-AnimGraphRuntime.dll!FAnimSequencerInstanceProxy::UpdateAnim ...

LIVE: Multiplying an FQuat*FQuat via pass-by-value crashes editor on open

UE - Foundation - Core - Nov 5, 2014

If a function takes in an FQuat value and then multiplies it by an FQuat, the project will build properly but then crash when trying to launch the project in the editor. Example project available b ...

Oculus mirror window goes black when headset removed for any mirroring mode besides 0

UE - Platform - XR - Nov 16, 2016

If using any hmd mirroring mode besides 0 on Oculus, when the headset is removed, the mirroring window goes black in a packaged build, or in -game, for example: UE4Editor.exe VrTemplate4x15 MotionCo ...

Setting FActorSpawnParameters::bRemoteOwned causes inconsistent behavior when spawning actors

UE - Gameplay - Sep 13, 2016

If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime. If using n ...

Destructible Mesh changes are not updated.

UE - Gameplay - Blueprint Editor - Mar 5, 2018