Auto-creation of SmartObjectCollection is often undesired

UE - AI - SmartObject - Nov 2, 2022

Right now whenever a new world is created in the editor we automatically spawn a SmartObjectCollection actor for it, regardless of whether there are SmartObjects on the map. The SmartObjectCollectio ...

Enhanced Input Action Key Remapping maps old mapping over incoming mapping in an unintuitive way

UE - Gameplay - Input - Mar 7, 2024

On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...

Cannot Preview a Node in a UI Material

UE - Rendering Architecture - Materials - Mar 18, 2016

Previewing a Node in a UI Material will not show anything, or will remain showing what is placed in Final Color. This issue appears to be fixed in Dev-Main as of CL-2914624. ...

Creating an asset with the same prefix as another cancels name change process

UE - Platform - Linux - Apr 9, 2015

When creating an asset, if the beginning of the name is the same as the full name or another asset it will cancel the process Workaround: Adding a change (such as "X") to the beginning of the seco ...

Physics actor attached during runtime doesn't have proper collision

UE - Gameplay - Oct 14, 2015

Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...

Scaling issues in preview while Blending Blendspaces in same Sync Group with root motion

OLD - Anim - Sep 24, 2015

When blending two Blendspaces that are in the same Sync Group and are utilizing root motion, scaling issues occur in the AnimBP preview. This only occurs when "Process Root Motion" is enabled ...

Removing Aimoffset node from anim blueprint crashes editor

OLD - Anim - Aug 27, 2015

Removing Aimoffset node from anim blueprint crashes editor Frequency: 2/2 crashreporter: N/A ...

Collision inconsistently responding to pawn collision

UE - Gameplay - Player Movement - Jun 16, 2015

Actors utilizing overlap or ignore collision for the pawn collision channel are inconsistently responding to pawn actors. In some levels the overlap works correctly, in others, the pawn is blocked b ...

The node wires in this project's MyCharacter blueprint do not animate during PIE

UE - Gameplay - Blueprint - Mar 13, 2015

The node wires in this project's MyCharacter blueprint do not animate during PIE. This also occurs with the NPC and AI Blueprints the first time you PIE, but the second time they animat as expected. ...