Blocking volumes moved into sublevels from the persistent level do not correctly function in standalone game

Tools - Jun 9, 2015

If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...

When using "Set Playback Position" after "Pause", actor transforms are broken

UE - Anim - Sequencer - Jul 12, 2016

When using "Set Playback Position" after "Pause", actor transforms are broken. Sending them off to an unexpected position. Adding a delay seems to resolve the issue, but seems like it should still ...

Post process settings struct will not open/break to adjust individual settings

UE - Gameplay - Blueprint - Nov 12, 2015

attempting to break the post process settings struct or split a post process settings struct pin causes pin to disappear, leaving a blank target node. ...

Replacing Selected Actors does not replace all references.

Tools - Oct 21, 2015

When using the "Replace Selected Actors with" feature in the editor, references to the replaced actor are not updated to reference the new actor (where valid). They will appear to be replaced until ...

bIsComposing assert with Japanese MS-IME input(candidate list related)

UE - Editor - UI Systems - Localization - Apr 18, 2017

When using MS-IME as Japanese input method, scrolling out the text field out side the view causes bIsComposing to be set false - this state causes instability of the editor. Crash happened with Win ...

UWorld::AttemptDeriveFromPlayInSettings() Returns Incorrect Net Mode

UE - Networking - Apr 28, 2017

UWorld::AttemptDeriveFromPlayInSettings() is returning NM_Dedicated server when Use Single Process is disabled in the play settings and the Editor Multiplayer Mode is set to Play as Listen Server. ...

When encrypt assets and packaging ,crash at game startup

UE - Foundation - Core - Sep 11, 2017

When ShooterGame project is packed from RunUAT.bat, if you give encryption option, crash occurs at game startup. Without granting the encryption option crash does not occur. This occur. This problem ...

MSAA breaks post process material comparing Scene / Custom Depth

UE - Graphics Features - Sep 15, 2017

The expected behavior for the attached project is to highlight meshes / portions of meshes that are obstructed from view. When using MSAA, the entire mesh is highlighted rather than only the obstru ...

Collision problem in nativized blueprint

UE - Simulation - Physics - Jan 29, 2019

Issue reported by one of our licensee on the Japanese UDN https://udn.unrealengine.com/questions/480660/view.html ...