Shooter Team Start's "Spawn Team" and "Not For Bots/Players" Options Not Working

Docs - Samples - Feb 25, 2016

When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...

Assets Using the SpeedTree in a material will render static shadows in Reflection Captures

UE - Graphics Features - May 26, 2015

When using a SpeedTree asset in a scene with a Reflection Capture actor the baked static shadow from an asset will be captured, even though the asset will not due to using the SpeedTree node in the ...

Anim Slots are always placed in the Default Group

OLD - Anim - Sep 16, 2015

After generating a new Slot node in the AnimGraph of the AnimBlueprint, creating a new Slot Group and subsequent Slot for that group results in the new slot being assigned to the Default group after ...

AddToPlayerScreen not filling of player screen by widget.

UE - Editor - UI Systems - Jun 21, 2019

At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...

Can't fire custom event of event track when enabled auto scroll.

UE - Anim - Sequencer - Jan 28, 2020

If Auto Scroll is enabled, event track can't  trigger, so events may not fire. The frame numbers appear to be duplicated. Especially noticeable when the [View Range End Time] is small value (Working ...

InitSDL() failed error when launching onto Linux

UE - Platform - Linux - Jan 22, 2021

When launching onto Linux, the launch on fails Also tried launching on with QA-Promotion, still failed with same error, ruling out water ...

When creating an asset from an Emitter with a scratch module, changes to the new module will not propagate

UE - Niagara - Jun 21, 2021

A scratch module made in an emitter, will not reflect the changes of its new parent when an asset is crated from the emitter. ...

Emissive for Static Lighting looks incorrect when using lower Static Lighting Level Scale

UE - Graphics Features - Jun 13, 2016

When using a lower value for Static Level Lighting Scale in the World Settings under Lightmass the blending of the area lights is not blended together for a smooth emissive look. Instead, there are ...

Root Bone Rotated Incorrectly in Default Animations

UE - Anim - Rigging - Sep 18, 2015

In the Mannequin's default third person animations, the root bone is rotated Z forward/Y down resulting in IK's for hands and feet not aligning correctly. The result being that the joints that are ...