Radial Impulse does not affect objects unless it can affect both center of mass and collision if center of mass is outside of collision

UE - Simulation - Physics - Oct 17, 2016

Firing a radial impulse does not affect an object whose center of mass is located outside of its' collision unless both the center and the collision are simultaneously affected by the same force. ...

depth calculation is not functioning properly on mobile ES 3.1 preview

UE - Platform - Mobile - Feb 21, 2023

In 5.1.1, the depth calculation is not functioning properly on mobile ES 3.1 preview, resulting in reflections occurring in areas where they should not. When checking with RenderDoc in ES 3.1 Previ ...

Clothing Backstops are Larger than the Clothing Asset When Asset is Imported at a Scale Other than 1.0

UE - Simulation - Physics - Character - Feb 1, 2018

Backstops show up to be larger than the clothing asset when an asset is imported at a scale other than 1.0 and a clothing assets is created and applied Inconsistent in 4.18 but consistent in 4.19 ...

Point lights affect indirect lighting on RTGI much less than other types of lights

UE - Graphics Features - Lumen - Aug 4, 2020

Only point lights affect indirect lighting on RTGI much less than other types of lights.[Link Removed] Indirect lighting of baked lightmaps look much stronger than RTGI.[Link Removed] Apparently, ...

ObjectScale returns a Cascade Mesh particle's XYZ scale as 1.0

UE - Niagara - May 13, 2020

Sampling a Cascade Mesh Particle's scale always returns XYZ as 1.0 This is a regression from UE4/Release-4.24.  This does NOT affect Niagara Mesh particles.  I've attached a Cascade (left example ...

Nav Modifier Volume Not Affecting Nav Mesh Until it is Moved

UE - AI - Oct 21, 2016

Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...

Strange Behavior for LayeredBlendPerBone when Blend Pose 0 and 1 are in the same hierarchy

OLD - Anim - May 25, 2017

With Layered Blend Per Bone, if the bone for Blend Pose 1 is in the hierarchy below the bone for Blend Pose 0, then the Blend Weights have some odd behavior. Blend Pose 0 = root Blend Pose 1 = spin ...

Converting Project from 4.11 to 4.12 and Above Changes Relative Scale of Sockets to 1

UE - Gameplay - Sep 21, 2016

When converting a project from 4.10/4.11 to 4.12(or later) the relative scale of the sockets on skeletal meshes will be changed to 1,1,1 regardless of the previous settings. ...

"Skip Assigning Gamepad to Player 1" Setting causes Force Feedback events to be incorrectly routed

UE - Gameplay - Input - Mar 13, 2018

The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...

Foliage 'BlockAll' instanced static meshes do not affect NavMesh

UE - AI - Navigation - Feb 27, 2024

When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All,  the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...