Vector NotEqual / != displays default tolerance of "0" instead of "0.0001"

UE - Gameplay - Blueprint Editor - Nov 22, 2022

If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...

Preview rendering does not update when slider is moved below 0.0 in timeline on in Niagara Editor.

UE - Niagara - Jul 26, 2023

Workaround in UE5.3:  UNiagaraComponent::TickComponent             if (AgeDiff < 0.0f)             {                 SystemInstanceController->Reset(FNiagaraSystemInstance::EResetMode::ResetAl ...

Starting PIE with an unloaded player start spawns the player at (0,0,0)

UE - World Creation - Worldbuilding Tools - Mar 19, 2024

From licensee:What happens is that UEditorEngine::CheckForPlayerStart() is returning the PlayerStart in the data layer, so FInternalPlayWorldCommandCallbacks::PlayInViewport_Clicked() doesn't route ...

The results of Roughness=1.0 from a constant and from a parameter are different on 4.20.

UE - Graphics Features - Sep 4, 2018

The results of Roughness=1.0 from a constant and from a parameter are different on 4.20. The static bool switch of the following material always returns 1.0. But the results are different.[Link Rem ...

[Voice Virtualization][Focus] - Looping sounds do not become Virtual when Virtualization is Restart and Volume Attenuation is set to 0 by Focus settings

UE - Audio - Voice Management - Sep 2, 2021

When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...

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 ...

[AI] PathFollowingComponent HasReachedInternal always returns false if agent's capsule height is 0 or nearly 0.

UE - AI - Navigation - Jun 21, 2022

The result is that nothing states why the path returns blocked or pathfinding stops. There should be a log of at least a warning about the improper capsule setup. ...

Scaling actor along the Z Axis while the X and Y axis are set to 0.01 causes the Actor to stop rendering in the scene

UE - Graphics Features - May 27, 2022

This is a regression tested in //UE5/Release-5.0 CL18319896 Scaling a Static Mesh along the Z Axis while the X and Y axes are set to 0.01 causes the Actor to stop rendering in the scene once the Z ...

Last frame pose is not evaluated when playing Anim Montage with Blend Out Time of 0 in AnimNodeSlot

UE - Anim - Gameplay - Apr 26, 2022

When playing AnimMontage with BlendOutTime set to 0.f with AnimNode_Slot of AnimBP, it seems that the last frame pose may not be evaluated. this issue does not occur in high frame rate and does not ...

Media Plate with multiple Materials changes Element 0 to the default material if 'Use Media Plate Default' is selected for any other element

Media Framework - Jan 20, 2023

Media Plate isn't a feature of 5.0.3 so this is not a regression. Media Plate with multiple Elements changes Element 0 to the default material if 'Use Media Plate Default' is selected for any other ...