CharacterMovementComponent - Jump incorrectly simulated when moving against a wall, resulting in an apex height lower than expected and framerate-dependent

UE - Gameplay - Player Movement - Jun 17, 2024

The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...

Actors removed from the world are unregistered both before and after EndPlay

UE - World Creation - Worldbuilding Tools - Nov 5, 2024

Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...

Level Actors that are converted to a Blueprint using "Convert Selection to Blueprint Class" and using "Harvest Components" as the CreatingMethod, does not sanitize dots (.) character and make them invalid for operations like StaticFindObject.

UE - Framework - Blueprint Editor - Feb 20, 2025

When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...

Dithered LOD transitions sometimes briefly flicker to the next LOD before fading

UE - Graphics Features - Jun 12, 2025

When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...

When very far out from the map origin, large static mesh is not streaming in until player is close in world partition even though it's within loading range.

UE - World Creation - Worldbuilding Tools - World Partition - May 7, 2025

Context World Partition has a distance-based level streaming system that provides a complete solution for large world management. Problem The problem is that when the player and large static mesh a ...

Critical Errors when replacing references of blueprints

Tools - Mar 26, 2015

If an instance of a blueprint is in the scene selecting it and another blueprint and choosing the option to Replace references of the one in scene with the other will cause Critical Failure errors. ...

Re-importing animations from .fbx created in blender stops animation from correctly animating

OLD - Anim - Feb 4, 2016

Re-importing animations from .fbx created in blender stops animation from correctly animating. ...

Custom functions can call Set Timer nodes

UE - Gameplay - Blueprint - Nov 11, 2015

Custom functions can call Set Timer nodes. There are no other time related functions that can be called through custom functions. Calling a timer through custom functions seems to lead to editor cra ...

Render Target as Material Image in UMG is Clipped when setting Fullscreen in Standalone (Alt+Enter)

UE - Editor - UI Systems - Jun 1, 2015

Render Target Material is clipped as an Image within UMG when attempting to set to fullscreen while playing in Standalone mode. The interesting thing I noticed about this bug is that the issue is n ...