Unexpected behavior with Broken Constraint and Physics Blend Weight

OLD - Anim - Jan 13, 2017

Looks like the position of the bone according to the animation is still being accounted for somehow, because the collision seems fine (when using pxvis collision). ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Parent Begin Play node does not appear to run the parent code class BeginPlay() function before the rest of the Blueprint's Begin Play functionality

UE - Gameplay - Blueprint - Feb 19, 2015

If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...

With Use Fixed Frame Rate turned on, time-based elements of the Editor appear to operate at incorrect rates.

Tools - Oct 29, 2015

Turning on the Use Fixed Frame Rate option for a project causes time-based elements of the Editor to operate at incorrect rates. ...

The OnUnPossess() method of the AAIController class is triggered twice

UE - AI - Apr 21, 2020

The OnUnPossess() method of the AAIController class is triggered twice ...

Fast Path pin update can break when anim BP compilation generates warnings

UE - Anim - Runtime - May 13, 2021

It seems that a Anim BP that generates a warning will break the updating of pins that are connected via fastpath in other parts of the graph. This was reported on the following UDN: [Link Removed] ...

Changing root component in C++ does not apply correctly to map placed actor instances

UE - Gameplay - Jan 4, 2023

Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps. O ...

Some post-processing passes sample outside of the viewport when using scene capture components

UE - Graphics Features - Nov 29, 2023

It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...

Renaming a custom component code class and performing a Hot Reload will cause the Editor to crash when a Blueprint containing an instance of that component class is opened.

UE - Gameplay - Blueprint - Nov 26, 2014

Renaming a custom ActorComponent class when that class is set as a component in a Blueprint and performing a Hot Reload will crash the Editor if the Blueprint is opened for editing after the project ...