Toggling SetSimulatePhysics state on a Primitive component with a child PrimitiveComponent leaks PxShapes

UE - Simulation - Physics - May 23, 2016

FBodyInstance::Weld did not check to see whether or not child components were already welded to a parent. This meant that whenever Weld was called, ShapeToBodiesMap would continue to grow in size, e ...

Crash on Package When Using Nativizing Animation Blueprint Has AnimGraph Connected with Enum

UE - Gameplay - Blueprint - Dec 3, 2019

If an AnimNode connected with Enum and AnimBP is nativized, the package will occur crash. Following settings is solve this issue. [BlueprintNativizationSettings] +ExcludedBlueprintTypes=/Script/En ...

Need addElement and addElements to allow single insertion instead of to all elements with matching tag

UE - Platform - Mobile - Aug 1, 2017

Since multiple dict tags can be in a plist, not just the top level, need to be able to specify to only insert once. Adding an optional once="true" attribute to these commands in UPL will allow this ...

Actor Component properties can become "linked" across multiple Blueprints after a hot reload

UE - Gameplay - Components - Dec 3, 2018

If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...

State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing

UE - Anim - Gameplay - Aug 28, 2019

State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...

HotReload: Static Mesh property reset on custom Static Mesh Component in Pawn Blueprint when a public property is changed to private in the parent Static Mesh Component code class

UE - Gameplay - Blueprint - Aug 24, 2018

Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...

Linked animation graph doesn't trigger anim notifications on dedicated server.

OLD - Anim - Jun 15, 2020

Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...

Crash: nullptr in FindViewComponentForActor when ActorComponent is attached to Character with Camera Component.

UE - Gameplay - May 17, 2019

Selecting an Actor with a Camera and a C++ inherited Blueprint Component that has sub-components,then compiling the BP component leads to a crash. Upon Debugging the Crash Call Stack: FindViewComp ...

Validity of a workaround for an issue with MobileRenderer where RecieveShadow can't be rendered properly

UE - Platform - Mobile - Nov 11, 2024

Dynamic instancing is likely causing an issue where meshes that need shadows are getting combined with meshes that do not need shadows causing missing shadows. Tests were done with CSMs. Reproducti ...

Maximum number of State Machine connections?

OLD - Anim - Mar 16, 2015

Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...