FSlateApplication::OnControllerAnalog triggers a MouseLeftClick event to be added to the input stack.

UE - Gameplay - Input - Jun 3, 2016

It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...

Ribbon Particle Normals are reversed from default Sprite Particles

UE - Graphics Features - Oct 13, 2015

It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...

Editor crash loading a Blueprint asset when a child scene component C++ type changes to a non-scene component type.

UE - Gameplay - Blueprint Editor - Jan 16, 2019

Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...

Input Action Mapping Rebinding not working properly if pawn extends from Pawn.h

UE - Gameplay - Input - Oct 22, 2019

Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...

Perforce integration creates bad changelist

Tools - May 14, 2019

Perforce integration creates bad changelist when deleting or renaming a file, then renaming another into its place ...

Non-Struct CDO component properties display incorrectly in the property editor.

UE - Gameplay - Blueprint - Aug 17, 2016

UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor. ...

Unloading level during PIE leads to editor crash

Tools - Dec 6, 2017

Unloading level during PIE seems to lead to an editor crash. Most easily reproducible by enabling malloc stomp. ...

[CrashReport] UE4Editor_SlateCore!FHittestGrid::FindFocusableWidget<<lambda_3a8b364273a2882da220e6e492096c17>,<lambda_d0075a811a928600995d1b2de6795365>,<lambda_105424556dbaeebf7f5bf9bed3e2f737> >() [hittestgrid.cpp:397]

UE - Editor - UI Systems - Jun 18, 2018

No user comments in crash group 394 for (StrideCellPoint[StrideAxis] = StrideAxisMin; StrideCellPoint[StrideAxis] <= StrideAxisMax; ++StrideCellPoint[StrideAxis]) 395 { 396 ** ...

Sequencer - Soft References do not work as payloads in Event Track keys, the endpoint event receives none/empty instead

UE - Anim - Sequencer - Jul 31, 2024

In sequencer, an "event track" can be added to call functions/events defined in the Sequence Director Blueprint. The parameters for those endpoint functions/events can be sent as a Payload associate ...

A build may fail in Visual Studio if a space is added after the # in an include pre-processor instruction to allow a struct in one header file to reference a struct in the other

UE - Foundation - Core - Sep 23, 2016

A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...