fbx attribute curve import do not support correctly tangent at the start end end of the curve

UE - Editor - Content Pipeline - Import and Export - Sep 2, 2020

We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...

Capture Source not changing in Planar Reflections

UE - Graphics Features - Sep 14, 2020

Changing the Capture Source in Planar Reflections is not working as expected. Without being able to change the source, Post Process Materials are not rendering in the Reflection. Reported in versio ...

Changing the “show mouse cursor” variable of PlayerController with a mouse button input does not work the same as with a keyboard input

UE - Editor - UI Systems - Slate - Oct 6, 2020

Using the mouse input to show the mouse cursor acts like an Alt+Tab. When clicking the mouse input again to no longer show the cursor, the camera controls stop at the edge of the screen. Reported i ...

Copying collapsed graph with a node with a custom Exec pin results in duplicate pin name

UE - Gameplay - Blueprint Editor - Aug 17, 2022

When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...

FAnimUpdateRateParameters::GetInterpolationAlpha appears to be returning an invalid value for TrailMode

UE - Anim - Aug 5, 2023

It appears that  FAnimUpdateRateParameters::GetInterpolationAlpha is not returning a sensible value when running in TrailMode.  Currently the only variable in the calculation is EvaluationRate which ...

Crash when creating new projects or converting copies of old ones in Japanese

UE - Editor - UI Systems - Slate - Dec 4, 2014

There's a crash in FCharacterList::GetKerning() when using the editor in Japanese that is apparently fixed in one of these three changelists: CL# 2370014, 2370050, and 2370040 But they were not ...

Blueprint 'Select' node: nodes connect to all input pins are evaluated while only one input is needed

UE - Gameplay - Blueprint - Aug 15, 2015

Originally marked Won't Fix in 2017. Issue reopened on May 1, 2024. All inputs of a Select blueprint node are evaluated, even though in the end only one value is selected. This is wasteful work. ...

Replace Reference feature is not replacing textures with new selected texture

Tools - Jan 4, 2017

Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...

CCD can produce incorrect results at low frame rates

UE - Simulation - Physics - Feb 27, 2019

The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...

Animation Blueprint Classes are Uncastable

OLD - Anim - Aug 13, 2019

It appears that the Anim Instance class is no longer accessible. As a result, no animation blueprints made are accessible via blueprints - regardless of whether or not the skeletal mesh actually use ...