Popups are causing a hang

UE - Platform - Mobile - Feb 8, 2016

Users are reporting that a system pop up such as a timer or low memory is causing a hang and crash. ...

Expose 'WorldUp' direction for CableComponents

UE - Gameplay - Oct 13, 2015

When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...

Product Viewer Template does not in standalone and VR

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 7, 2018

REINST error when replacing a Widget that was added via the user created section

UE - Gameplay - Blueprint - Oct 5, 2015

When a user deleted a widget that has been added to another blueprint via the user created section. If this blueprint in referenced in another blueprint that reference will throw a REINST error and ...

CameraPosition Node in a Material Shader does not behave correctly with Metal

UE - Platform - Mobile - Dec 19, 2018

When using a CameraPosition Node in a Material Shader, it does not behave correctly with Metal. Working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4613538 and 4.22 CL# 4666322 ...

Broken foot rotations on Jog_Lt_Rifle animation in Anim Starter Pack

Docs - Samples - Feb 8, 2016

The feet are broken on Jog_Lt_Rifle animation in the AnimStarter Pack User says that this Animation also doesn't loop very well...and while he does kind of jerk his body a bit on the loop, I don't ...

Navlinks do not respect left to right/right to left direction

UE - AI - Sep 28, 2015

AI does not respect direction on nav link proxies when direction is set to "Left to Right" or "Right to Left", it continues to use both directions equally. ...

Get positional Tracking Camera parameter does not return the correct orientation for the hmd Camera

UE - Platform - XR - Jun 23, 2015

The orientation of the camera appears to be in the center of the level. The documentation states that the Camera Origin should give "Origin, in world-space, of the tracking camera" ...

Changing the mobility of an actor attached to a Skeletal Mesh in the level will change the mobility of the skeletal mesh

UE - Gameplay - Feb 16, 2016

Items attached to the Skeletal Mesh in the World Outliner can alter the Mobility of the Skeletal Mesh. Licensee specifically does not want to have any automated changes to asset mobility to happen ...

Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

UE - Foundation - Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...