Copying and pasting event tracks will break endpoint bindings

UE - Anim - Sequencer - Aug 6, 2021

See linked UDN for more info. There appears to be an issue with mismatching parents when copying causing this to fail. ...

Changing setting in RecastNavMesh breaks "reference" to NavMeshBoundsVolume

UE - AI - Mar 1, 2019

When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...

Significant Performance Drop During Play While Behavior Tree is Open

UE - AI - May 18, 2016

Attempting to play in editor, standalone, or VR Preview when a behavior tree that is running is open will cause a significant performance decrease. The framerate drops from ~120 to ~80 fps while the ...

Mesh Space Additive behave differently for non-animated bones and extra bones on a target skeleton

UE - Anim - Runtime - Dec 6, 2023

Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...

Force Next Floor Check doesn't work when the player is stopped

UE - Gameplay - Player Movement - Oct 6, 2016

Force Next Floor Check doesn't work when the player is stopped, even though the tool tip says that it does. User Description: I'm trying to shrink / grow the collision capsule for our needs but wh ...

Instanced Static Mesh components update incorrectly in Standalone and Packaged game

UE - Gameplay - Aug 11, 2017

Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...

User-instanced subobjects owned by a streaming sublevel's Blueprint CDO cannot be garbage collected with the owning world after the sublevel has been reloaded in the editor.

UE - Gameplay - Blueprint - Feb 5, 2020

Strong object reference properties of an 'EditInline'-decorated UCLASS type embedded within a native C++ struct definition can be instanced at edit time by the user as part of a variable's default v ...

Client movement and animation are heavy jittered on listen server

UE - Gameplay - Player Movement - May 10, 2019

The listen server will see jitter in clients character movement and animations. This is hard to notice without the "slomo" command but is extremely obvious using "slomo". Clients will see server and ...

Foliage lightmaps for LODs does not look correct

UE - World Creation - Worldbuilding Tools - Foliage - Jun 21, 2016

When using the foliage tool with any mesh that has a LOD the lightmap generates artifacts for the instance. The base LOD will have correct looking lightmaps, however when pulling back and seeing the ...

Level Merging creates a new empty level and deletes only one of the two levels merged

Tools - Oct 29, 2014

After merging two levels in the Levels window, only one of the two levels will be deleted and a new level will be created. Any actors in the deleted level will be deleted as well. The new level will ...