Attaching a component to a socket on a character causes MoveTo to move incorrectly

UE - AI - Nov 11, 2015

When an AI controlled character has a component attached to a socket on it's mesh, MoveTo will move in a sporadic way, making the character move rapidly in random directions on its way to its destin ...

Nodes disappear when adding new pins if they are mostly off screen

UE - Gameplay - Blueprint - Jul 8, 2016

Nodes disappear when adding new pins if they are mostly off screen. This appears to happen most often with really tall nodes. ...

Memory leak when repeatedly opening levels on Android

UE - Platform - Mobile - Mar 17, 2017

We tested on xiaomi 4c. ...

Japanese error outputs do not displayed correctly in Cook Content output log

UE - Foundation - Core - Cooker - Jul 27, 2017

When using the editor in Japanese, the warning/error summary for "Cook Content for Windows" gets garbled. This makes debugging cook related issues difficult. ...

"Skip Assigning Gamepad to Player 1" Setting causes Force Feedback events to be incorrectly routed

UE - Gameplay - Input - Mar 13, 2018

The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...

Physics values uneditable in instances of placed Actors

UE - Simulation - Physics - Apr 11, 2018

Most physics options are not editable in placed instances of a Static Mesh with an Actor Parent. ...

Widget blueprint details panel appears to jitter when dragging widgets in the designer tab

UE - Editor - UI Systems - Feb 1, 2019

When clicking and dragging a widget in the designer tab of a widget blueprint some options in the details panel will begin to move/shake/jitter/readjust. ...

When using a SpeedTree asset, a Zero Triangles warning appears

Tools - Nov 25, 2019

When exporting from SpeedTree with LODs + billboard, It seems that a warning is issued by including a material used only by Billboard. Is there a way to deal with it? ...

Details View loss of expansion state on container changes

UE - Gameplay - Blueprint Editor - Aug 3, 2020

From the UDN post: When the new entry is added, the entire tree gets wiped out as a result of the CDO swap, and when these update methods run it leaves the tree in a default expansion state. (Effect ...

Crash occurs in Hierarchical Instanced Static Mesh of Mesh with MinLOD set to 1 or higher

UE - Graphics Features - Oct 22, 2020

I have attached a reproduction project with the above settings.[Link Removed] It crashes when packaged, launched and moved in-game. This issue seems to occur when there is an object in the Unbuilt ...