Eyedropper in the Color Picker window does not grab any color values on Mac/Linux

UE - Graphics Features - Jan 5, 2018

Trying to use the eyedropper in the color picker window on Mac fails to grab any color values. The colors will only update when hovering or clicking within the viewport but the colors shown aren't c ...

Engine/Extras/MayaLiveLink not provided in install directory

OLD - Anim - Nov 19, 2018

According to the Maya Live Link documentation, the zip file should be provided in the engine installation. https://docs.unrealengine.com/en-us/Engine/Animation/Live-Link-Plugin/Connecting-Unreal-Eng ...

Morph Target Previewer does not refresh during Reimport

Tools - Jun 19, 2018

Reimporting an asset with Morph Targets does not refresh the Morph Target Previewer. Any newly-imported Morph Targets appear to not have been imported. Closing and reopening the Skeletal Mesh Editor ...

Crash occur when using AddSpawnableFromClass with BlueprintGeneratedClass specified

UE - Anim - Sequencer - Aug 13, 2019

BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...

Transform node which transforms a vector from mesh particle space to world space in vertex shader doesn't work on ue4.25

UE - Niagara - May 27, 2020

Transform node which transforms vector from mesh particle space to world space in vertex shader always returns 0. In ue4.24, it works fine. This behavior has been changed in CL#12558699. Removing f ...

Details View loss of expansion state on container changes

UE - Gameplay - Blueprint Editor - Aug 3, 2020

From the UDN post: When the new entry is added, the entire tree gets wiped out as a result of the CDO swap, and when these update methods run it leaves the tree in a default expansion state. (Effect ...

Creating/Destroying UWorlds rapidly can cause dangling pointers from UAutoDestroySubsystem

UE - Gameplay - Aug 10, 2020

To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...

Debug information is sometimes missing when compiling with cl-clang

UE - Foundation - Cpp Tools - UnrealBuildTool - Aug 24, 2023

Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...

Details Panel Bug - Multiple external objects of same type share expansion state

UE - Editor - Workflow Systems - Oct 5, 2023

This is because expansion state is saved per class, and we are displaying multiple objects of the same class at the same type. The UniqueID we add when adding these objects via 'AddExternalObject' ...

Component Picker search does not behave as expected

UE - Editor - Workflow Systems - Oct 26, 2023

Search results in component pickers do not show up unless they match both the name of the actor and the component, this is because FActorHierarchy::CreateWorldChildren ends up calling Mode->CreateIt ...