SceneQuery: UWorld::SweepSingleByChannel doesn't return BoneName on skeletal meshes with per-poly collision enabled

UE - Simulation - Physics - Query - Jun 28, 2023

Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...

Parameters show up in material instances even if they're not supposed to be exposed

UE - Rendering Architecture - Materials - Feb 28, 2018

In this case, I've added inputs to a material function. That material function input uses a parameter as it's default value. [image: Inline image 1] When referenced in the shader[image: Inline ima ...

MustBeMappedGUID errors after several seamless travels

UE - Networking - Feb 19, 2024

This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...

Crash in ULandscapeComponent::UpdatePhysicalMaterialTask() during landscape sculpting undo operations

UE - LD & Modeling - Terrain - Landscape - Apr 11, 2024

Using landscape sculpting tools, then executing Undo with Ctrl+Z ...

Investigate possible HISMC culling mismatch between tree, vertex and pixel shader

UE - World Creation - Worldbuilding Tools - Foliage - Jun 12, 2017

User reports that some foliage/grass instances that are completely culled are actually still being rendered, costing rendering time. Have a look using Intel GPA or RenderDoc and check pixel shader ...

RepLayout can hold onto hard references to owning objects, preventing them from being destroyed.

UE - Networking - Feb 28, 2019

RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...

While using Rootmotion with blendout, the velocity will always fallback to 0.

UE - Anim - Gameplay - Apr 19, 2019

We skip CalcVelocity for CharacterMovement while HasAnimRootMotion, and we do ExtractedRootMotion.MakeUpToFullWeight() anyway.  This caused problem that when we blend out a rootmotion anim, it will ...

Investigate state of embedded and dynamic framework support on iOS

UE - Platform - Apple - Jun 5, 2020

Licensee reports it's not possible to use the dynamic framework used by the latest release of the iOS version BugFender - [Link Removed] Licensee bug report: : https://github.com/bugfender/Bugfende ...

Calling TearOff then Destroy on an actor results in client actor also being destroyed

UE - Networking - Jan 14, 2021

When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...