When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float"

UE - Gameplay - Sep 13, 2019

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...

BP child not overriding parent's mesh in Nativized builds

UE - Gameplay - Blueprint Runtime - Jan 3, 2017

The mesh on the right is a child of the one on the left, in a non-nativized cooked build it's a sphere, but in a nativized one, it's a cube. Regression: Working: UE4/Main, 4.15 CL 3233043 Broken: U ...

Nodes to the right of an Abort Both node in a Behavior Tree appears to still receive a tick

UE - AI - BehaviorTree - Feb 6, 2023

This is a regression. Tested in //UE5/Release-5.0 CL20979098 Behavior Tree appears to tick nodes to the right of an aborted node that is set to abort Both. Those nodes are not executed, but visuall ...

Bugs with Material Instances and Landscape Grass

UE - World Creation - Worldbuilding Tools - Foliage - Apr 14, 2016

Need to fix the Bug: Parameters that linked to LandscapeGrassOutput in master material instance do not updates automaticaly in viewport. After parameters change you are have to modify any of your us ...

Sound Cues report incorrect MaxDistance when using SoundNodeParamCrossFade

UE - Audio - Apr 23, 2015

Short duration sounds (< 1.0 seconds) trigger a check on max distances by sound nodes in a sound cue. Sound cues which use SoundNodeParamCrossFade are reporting 1.0 as the max distance and thus resu ...

Hiding/Clearing Oculus Splash Screen has no effect

UE - Platform - XR - Jan 26, 2017

Splash screens never clear on oculus. Testing in 4.14 it seems like UOculusFunctionLibrary::HideLoadingSplashScreen() is never called, maybe still the case in newer versions? Was unable to clear a ...

r.GTSyncType 2​ console command causes incorrect frame rate display on Windows platform

UE - Rendering Architecture - RHI - Feb 6, 2023

The FRHIFrameFlipTrackingRunnable thread is not initialized on Windows, so RHIGetFrameRate always returns zero. As a workaround, remove the code added by CalculateFPSTimings for Windows platform, a ...

Custom data update crash - invalid memory when removing an instance from a UHierarchicalInstancedStaticMeshComponent

UE - World Creation - Worldbuilding Tools - HLOD - May 3, 2022

This is a race condition, did not crash with -onethread. Attached the collected threaded callstacks, although they look misaligned. Licensee has provided a suggested fix. ...

Cannot Include VoiceInterface.h Without First Including OnlineSubsystem.h

UE - Networking - Nov 30, 2016

Including VoiceInterface.h causes compiling to fail until you include OnlineSubsystem.h in the same file. This is not expected because VoiceInterface.h is part of the OnlineSubsystem module which ...

virtual texture lightmap crash due to pixel format r8Unorm_srgb in MacEditor

UE - Rendering Architecture - RHI - Mar 4, 2021

Currently r8Unorm_srgb is required by virtual texture lightmap, and the Metal RHI simply forbids r8Unorm_srgb on Mac platform. Since the latest MacOS 11.0+ have the support of r8Unorm_srgb, we shoul ...