ChordBlockers don't work as expected when ChordAction is set in InputAction

UE - Gameplay - Input - Jun 3, 2025

In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...

Reverse Matinee Never Playing

Tools - Jun 24, 2015

When you attempted to fire off a Reverse Node on a Matinee Actor in the Level Blueprint, The Matinee never plays in reverse. Level Blueprint Setup: [Image Removed] This issue appears to be resolv ...

Spline Array created in code cannot be edited in a blueprint

UE - Gameplay - Components - Apr 20, 2015

If a TArray of spline components is created in code it is not possible to edit/add nodes to the spline inside a blueprint. ...

Emissive for Static Lighting looks incorrect when using lower Static Lighting Level Scale

UE - Graphics Features - Jun 13, 2016

When using a lower value for Static Level Lighting Scale in the World Settings under Lightmass the blending of the area lights is not blended together for a smooth emissive look. Instead, there are ...

Attaching New Camera Actor to Spring Arm Component does not set the Location Correctly

UE - Gameplay - Blueprint - Apr 2, 2015

After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...

Input from a second gamepad is not detected until the game window is clicked with the mouse

UE - Gameplay - Input - Dec 12, 2014

In a packaged local multiplayer game, input from a second gamepad is not detected until the game window is clicked with the mouse. The first gamepad input is detected as expected. ...

Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive

UE - Gameplay - Sep 30, 2016

Scrubbing Playback Speed is very sensitive and even a small mouse movement will cause playback speed to jump way too much. This makes it very hard to set it to smaller values and mostly a usability ...

Root Bone Rotated Incorrectly in Default Animations

UE - Anim - Rigging - Sep 18, 2015

In the Mannequin's default third person animations, the root bone is rotated Z forward/Y down resulting in IK's for hands and feet not aligning correctly. The result being that the joints that are ...

Crash with FBX with LODs when distance fields and Generated Lightmaps are enabled

UE - Graphics Features - Jan 12, 2015

DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...

Distance Fields do not work with Directional Lights when using a AMD Radeon card.

UE - Graphics Features - Aug 25, 2015

Distance Field shadows do not appear to be working with those using Radeon series cards. Sample project attached DXDiag of machine that is having the issue is attached. AMD Radeon 200 series. ...