Get Input Key Time Down - Missing inputs from VR input refactor

UE - Platform - XR - Feb 7, 2020

Blueprint node 'Get Input Key Time Down' does not reflect new inputs created during VR input refactor. Workaround: Promote Key to variable  Confirmed in 4.25 MAIN @ CL 11289608 ...

Rotation gizmo continues to move when snapping is disabled

UE - Editor - Workflow Systems - Aug 25, 2020

When snapping is disabled, the rotation gizmo never seems to stabilize. Continuing to hold the mouse down, even with no movement, will result in the rotation amount to continue changing by small amo ...

Merged actors cannnot cast shadows when source actors Cast Shadows is disabled

UE - World Creation - Worldbuilding Tools - Merge Actor - Aug 19, 2020

Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...

Shader complexity mode reportedly broken on Vulkan

UE - Rendering Architecture - RHI - Mar 23, 2021

Shader complexity reported (on AH) broken on Linux since 4.25. No local repro attempted. https://answers.unrealengine.com/questions/1019826/shader-complevity-view-mode-is-completely-broken-s.html ...

Spline mesh actor + Vulkan RHI, rendering artifacts

UE - Rendering Architecture - RHI - Feb 7, 2020

Rendering artifacts when using spline meshes with Vulkan enabled. Recent Nvidia drivers may be required for repro. (Users version: 441.66 , My Local Version: 441.12) Confirmed in MAIN 4.25 @ CL 11 ...

Crash when setting a module input to read from a new user parameter

UE - Niagara - Jun 2, 2020

Crash when setting a module input to read from a new user parameter Crash does not occur when drag/dropping a User Parameter from the Parameters panel into the input, or when selecting a preexistin ...

Duplicating two nested components do not appear in the Component tree until the blueprint is compiled.

UE - Gameplay - Components - Oct 23, 2019

REGRESSION: No, this occurs as far back as 4.22. Duplicating two nested components can result in the duplicates not being visible in the component tree in the blueprint editor until the user compil ...

RHI assert on startup when compiling shipping build with assertions enabled

UE - Graphics Features - Dec 23, 2019

When setting bUseChecksInShipping to true in the PRojec's Target.cs file, the project will package successfully for Shipping but trigger an assert when it is launched. The error is also present when ...

An array of structures variable has its values reset when the structure is modified without recompiling the blueprint

UE - Gameplay - Apr 2, 2021

An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...

Crash compiling a blueprint after changing a TMap value from Vector to Vector4

UE - Foundation - Core - UObject - Jun 29, 2020

REGRESSION: Issue does not occur in 4.24 Crash occurs when the user changes a blueprint TMap value from Vector to Vector4 and then compiles the blueprint. This seems to only occur with TMaps, as ...