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. ...

If shot track ends short of the Master Sequence length, all actors return to default state

UE - Anim - Sequencer - Oct 14, 2016

If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...

Add Font Override Dropdown Acts Unresponsive to Mouseclick

Tools - Oct 4, 2016

When creating a new Sub-Font Family the user should be able to add a font to the Sub-Font by clicking the Add Font Override dropdown. The dropdown would then give the user the Font option. However ...

FBX Scene Importer sets actors in Blueprint to movable when reimporting

UE - Editor - Content Pipeline - Import and Export - Nov 28, 2016

When using the FBX Scene Import into Level with default settings so that the actors in the BP import as static, if you reimport them they will then be set to Movable in the BP. This is not a regre ...

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 ...

Re-Importing a Static Mesh Removes All Sockets

Tools - Mar 9, 2017

Re-importing a static mesh results in all currently applied sockets being removed from the static mesh in the Editor. Workaround: Setting the sockets up in the Native 3D editing software followin ...

Package build fails after disabling VR plugins

UE - Platform - XR - Mar 27, 2017

Package build fails after disabling VR plugins and launching the project The error message that pops up is: Fatal error: [Link Removed] [Line: 353] Missing global shader FPixelShaderDeclaration, P ...

Output Pins Not deleting on DoOnce MultiInput

UE - Gameplay - Blueprint - Apr 13, 2017

When using the DoOnce MultiInput node in blueprints, deleting a newly added pin on the input side will not delete its corresponding output pin. Adding a new pin after that will create the result lik ...

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 ...