ETriggerEvent::Canceled is not set when the player controller is set to "UI Only" in Enhanced Input

UE - Gameplay - Input - Apr 20, 2022

From the UDN:When setting the PlayerController input mode to "UI Only", all game inputs are blocked/frozen to their current state, and release (ETriggerEvent::Canceled) is not called on them. Any in ...

World position offset (WPO) and nanite enabled causes shadow of complex static mesh actor to be deformed at a specific distance

UE - Graphics Features - Nanite - Dec 19, 2024

Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...

Static Meshes that are reimported with less materials can lead to map check errors on instances that had overriden materials that require manual cleanup

UE - Rendering - Architecture - Feb 5, 2025

StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...

BlueprintNativeEvent functions break on hot reload

UE - Gameplay - Blueprint - Mar 7, 2015

A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states: Error This blueprint (self) is not a HOTRELOADED ...

Adding a UMG widget to the viewport twice results in a crash.

UE - Editor - UI Systems - Sep 8, 2015

Attempting to add the same widget to the viewport twice will result in an assertion and crash. ...

Memory Leak occurring when switching between levels in Standalone

UE - Foundation - Core - Oct 29, 2015

A memory leak seems to occur when switching between levels multiple times. This is being monitored by memreport full ...

tvOS crash on startup with Shared Material Shader Code enabled

UE - Platform - Mobile - Jul 9, 2019

Enabling Shared Material Shader Code will cause a crash on tvOS From user: "We originally enabled Share Material Shader Code long before trying a tvOS build, making this crash tricky to debug. W ...

Child actor passes a string to it's parent's overloaded constructor the incorrect string is received

UE - Gameplay - Sep 24, 2019

When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...

Duplicating a blueprint that implements an interface and then removing that interface will cause compile errors that don't occur if the interface was removed from the original BP

UE - Gameplay - Blueprint Editor - Aug 1, 2020

See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...

[MetaSounds][Stereo Mixer] - When changing the gain on the Right channel dynamically, the output has clicks and pops

UE - Audio - MetaSounds - Mar 31, 2022

When changing the right channel gain of the stereo mixer at runtime, it generates clicks and pops in the output. ...