Using "Show Mouse Cursor" breaks mouse axis movement

UE - Gameplay - Input - Apr 6, 2016

If Show Mouse Cursor is enabled and the mouse is not locked to the viewport, input axis information passed to other actors breaks after releasing and re-pressing LMB. Regression? (Yes), issue (do ...

Exporting data table adds memory address/serialization info to column names

Tools - Apr 26, 2016

Exporting a data table as a .csv causes column names to be replaced with memory address/serialization information, making it extremely difficult to read information presented. Regression? (No), is ...

Multi-line text functionality is removed from a print string variable when the variable is turned into an array within a struct

UE - Gameplay - Blueprint - May 5, 2016

Multi-line text functionality is removed from a print string variable when the variable is turned into an array within a struct. Regression (no), Multi-line text functionality for strings in struct ...

Real-Time Collision for Spline Mesh Not Working in Packaged Game

UE - LD & Modeling - Terrain - Landscape - Feb 23, 2016

When attempting to dynamically set the collision of a Spline Mesh component, the collision settings are not kept in a packaged game. Found in 4.10.4. Reproduced in 4.11 Preview 6 and Main CL 28772 ...

Particle Bounds Don't Update Correctly After Moving Particle Component Via BP

UE - Graphics Features - Mar 30, 2017

It appears that particle components don't update their bounds correctly when they are moved in a scene. If a particle emitter isn't currently visible at the start of the game it will remain culled. ...

Reimporting Static Mesh LODs yields unexpected material assignments

Tools - May 24, 2018

Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...

Non-nativized classes that implement a nativized interface class do not get interface methods called when invoked through a Blueprint function library.

UE - Gameplay - Blueprint - Jul 5, 2018

UObjectBaseUtility::GetInterfaceAddress() fails due to an incorrect serialized value of the 'bImplementedByK2' property within the non-nativized class's Interfaces array on save. See support thread ...

HLOD visibility state isn't cleared when changing scene

UE - Graphics Features - Sep 25, 2018

HLOD state is not cleared when moving to a scene without HLOD so primitives may read the state from the old scene and incorrectly cull objects. The safe fix is to clear the HLOD state maps when the ...

Calling TearOff then Destroy on an actor results in client actor also being destroyed

UE - Networking - Jan 14, 2021

When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...

Renaming a SkinnedMeshComponent onto a different owning actor will cause issues with FAnimUpdateRateManager

UE - Anim - Runtime - Aug 12, 2021

As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...