EnableGDT does not work correctly in PIE

UE - AI - Jul 13, 2015

The console command "EnableGDT" will bring up the GDT menu, however no information will be updated. The screen gains the menus for GDT however no functionality seems to exist. Workaround: press ' ...

AHUD::DrawMaterialSimple does not render on ANdroid device when MobileHDR is disabled

UE - Platform - Mobile - Oct 23, 2015

After cooking, If user installs same project which contains drawing material via DrawTile function in HUD, is not displayed in es2, with MobileHDR off (verified on android device) DrawTile script i ...

Clicking the yellow text while recording an animation in Persona no longer stops the recording

OLD - Anim - Oct 5, 2016

No longer able to stop recording an animation by clicking the yellow text in the Persona viewport even though the tooltip when hovered over it states that you can. This is a regression from 4.13.2 ...

FString.Mid doesn't react appropriately when given negative values for the Count variable

UE - Foundation - Core - Jul 16, 2015

If you use a 5 character string (hello) to call the Mid function and provide 0 for start, -1 for count, it'll give you the entire string. This should either return an assert or treat all negatives a ...

GenerateKDopAsSimpleCollision() clamps vertices that are close to the origin which results in inaccurate primitives

UE - Gameplay - Nov 10, 2015

When DOP simplified collision is generated for a mesh that has vertices that are close to the origin, part of the function till clamp any values between -0.5 and 0.5 to be 0.5 which will cause the r ...

[CrashReport] MetalRHI crash - void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>

UE - Graphics Features - Jul 20, 2017

This is a common crash affecting Mac users in 4.16. User DescriptionsI tried to build the lighting and it keeps crashingWhenever I attempt to build the project or change the preview rendering to IO ...

Duplicate and invalid shader types listed in FLandscapeMaterialResource

UE - Graphics Features - Jan 31, 2018

The current list of allowed and excluded shader types supplied to the ShouldCache function by FLandscapeMaterialResource includes entries shared in both lists and one entry with trailing whitespace, ...

Text type parameters show the same value after reload in duplicated actor

UE - Gameplay - Blueprint - Jan 4, 2021

Issue occurs in both events and functions. Seems like it's only affecting Text, didn't notice this issue for other variable types. The original actor is working as expected. Only the duplicated one ...

DTLS Handler Component module cannot startup on Xbox

UE - Networking - Dec 1, 2022

It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...

Shape components have a Shape Material property that is never displayed

UE - Gameplay - Dec 17, 2014

Blueprint Shape components have a Shape Material property that can be set in its Details or via Get and Set functions in the Event Graph. These are never displayed in the viewport or during runtime ...