Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1

UE - Networking - Feb 4, 2016

Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...

"Fix root motion initial rotation handling" commit breaks root motion completely

OLD - Anim - Dec 18, 2014

Enabling and processing root motion causes animation to rotate the wrong direction. Roll instead of Yaw. Pitch instead of roll etc. This error does not occur in UE 4.6. ...

Multiple Blueprint compilation passes required to fix up event binding to dispatcher after event rename

UE - Gameplay - Blueprint Compiler - Nov 30, 2021

Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding.  upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...

Launching Android project to device results in Assertion Failed: AsyncLoading.cpp, Line 3710

UE - Platform - Mobile - Aug 31, 2020

After updating to 4.25.1 from 4.25 Packaged Android game crashes constantly with objects added to the map 4.25 Packaged game did not crash (editor did a lot but glad thats fixed in 4.25.1) Empty map ...

Variables replaced with -1 after jumbling in details pane when one actor is selected and another blueprint compiled

UE - Gameplay - Blueprint - Aug 31, 2016

Variables replaced with -1 after jumbling in details pane when one actor is selected and another blueprint compiled. De-selecting Actor_1 sets variables back to correct value when selected again. ...

Xcode 8.3.2 fails to successfully build 4.15.1 from source code

UE - Platform - Apple - May 2, 2017

Attempting to build 4.15.1 from source code using Xcode 8.3.2 currently results in the build failing due to warnings that occur in fbxsdk, AlembicImporter, and MetalRHI. ...

Importing skeletal meshes with uniform scale >1 causes rotation in skeletal mesh editor to improperly register

OLD - Anim - May 11, 2015

If a skeletal mesh is imported with a uniform scale of >1, the rotation feature in Persona will not rotate bones at the proper ratio. The meshes rotation will slow down as the uniform scale increase ...

"Working with Components on Actors Part 1" mentions incorrect behavior about adding component replaces root

Docs - Jul 18, 2017

In the Blueprints > Working with Components on Actors Part 1 tutorial, there are steps that say that when placing a component in an empty actor, it will replace the root component. This is old beha ...

Skeletal Meshes do not work properly on Open GL ES 3.1 on Xiaomi Redmi 6

UE - Platform - Mobile - Oct 30, 2018

Skeletal meshes do not render or animate properly on the Xiaomi Redmi 6 (PowerVR GE8320) when using OpenGL ES3.1. This issue changed a bit from 4.19 to 4.20. In 4.19, the skeletal mesh seems to of ...

DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1

UE - Platform - Mobile - Mar 29, 2019

DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1.  Worked in 4.20, no longer works in 4.21 or 4.22.  Originally reported as Oculus Quest specific, but repr ...