Destructible Event OnComponentFracture fires multiple times when Debris flag is enabled.

UE - Simulation - Physics - Destruction - Jul 15, 2015

When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...

The Starter Contents SM_Statue exists in a bad state, leading to crashes when trying to open levels where it is referenced

UE - Graphics Features - Ray Tracing - Feb 18, 2025

The SM_Statue exists in a bad state leading to a crash when it is loaded or anything that references it is loaded, e.g. Minimal Default level in the Starter Content. It can be deleted as a temporar ...

[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 ...

Renaming a level containing Text3DComponent can cause crash

UE - Virtual Production - Jan 6, 2023

BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents.  The following workaround fix the problem. void UText3DComponent::BuildTextMe ...

The collision is wrong when the static mesh scale is set as negative value

UE - Simulation - Physics - Feb 15, 2022

I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...

Collision channel settings are not recognized in Standalone

OLD - Anim - Oct 18, 2017

Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...

Property Editors fail to import text values for FKeys within array/set/map containers when the key is identified by some valid non-alphanumeric characters

UE - Gameplay - Input - Oct 28, 2024

The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...

Dynamic NavMesh disappears when loading/unloading SubLevels

UE - AI - Nov 9, 2018

A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...