Crash when Enabling HDR in a Standalone Fullscreen Game

UE - Graphics Features - May 22, 2019

Enabling HDR with the r.HDR.EnableHDROutput command causes a crash in fullscreen standalone as well as packaged projects. This only happens with HDR monitors, following the same steps on a monitor t ...

DetachmentRules is not applied when WhenFinished of AttachTrack is set to RestoreState.

UE - Anim - Sequencer - Jul 25, 2019

Purpose: Create a parent-child relationship using the “Attach Track” After that, I want to release Attach in the middle of the sequence and leave the child. Set "When Finished" of "Attach Track" to ...

SteamVR crash with DirectX 12

UE - Platform - XR - Aug 5, 2019

SteamVR will crash with dx12 enabled. You may need to attempt to teleport or open the console for the crash to occur. Also confirmed in MAIN 4.24 CL 7713732 ...

Second controller input doesn't work setting client mode on PIE.

UE - Editor - UI Systems - Feb 3, 2021

When two controllers connected, player2 input is disabled in client mode in PIE. It worked correctly in 4.25, but it has been wrong since 4.26.  Digging into FSlateApplication::ProcessKeyDownEve ...

Take Recorder crashes if actor with animation despawns during recording

UE - Anim - Sequencer - Mar 8, 2021

Skeletal animations are finalized at the end of recording, and expect the actor to still be around, but actors can despawn during recording leading to a crash. ...

Characters can not pass through back faces of triangle meshes

UE - Simulation - Physics - Query - Jan 17, 2023

Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...

Sequencer autosorts alphabetically on undo

UE - Anim - Sequencer - Sep 8, 2023

[Link Removed] Jan Kaluza 2023-09-08 15:37:18 UTC I just ran into a very frustrating bug: I have around 60 actors in a sequence, and I reordered them to be in the order that I wanted to animate them ...

Details Panel Bug - Multiple external objects of same type share expansion state

UE - Editor - Workflow Systems - Oct 5, 2023

This is because expansion state is saved per class, and we are displaying multiple objects of the same class at the same type. The UniqueID we add when adding these objects via 'AddExternalObject' ...

MediaPlayer failed to be open on Mac and IOS

UE - Platform - Apple - Oct 9, 2023