Characters with disabled Net Load on Client are loaded twice on a Standalone Client

UE - Networking - Jun 16, 2015

Characters with disabled Net Load on Client are loaded twice on a Standalone Client. This does not occur on the Server. This only occurs in Standalone, not in PIE nor in packaged games. Reproduced ...

Actors animated with sequencer cause "Begin/End Overlap" events to fire every tick

UE - Anim - Sequencer - Jul 18, 2016

Actors animated with sequencer cause "Begin/End Overlap" events to fire every tick while overlapping another actor ...

Hierarchical Instanced Static Meshes do not render in Custom Depth

UE - Graphics Features - Jan 6, 2016

When rendering a custom depth post process material Hierarchical Instanced Static Meshes will not use this even if they have been enabled to do so. Sample Project attached. ...

Android.NewKeyboard CVar doesn't work

UE - Platform - Mobile - Jun 1, 2017

Android.NewKeyboard cvar doesn't behave as documented. ...

The Select node will accept both a Parent Class and a Child Class as inputs if the Parent is added first

UE - Gameplay - Blueprint - Sep 2, 2015

The Select node will accept both a Parent Class and a Child Class as inputs if the Parent is added first. The node will compile if the Index is set to anything other than Wildcard. Note that the no ...

Stationary/Movable Lights render based on distance from World Origin in Orthographic Camera View

UE - Graphics Features - May 20, 2016

When using the Orthographic Camera view (such as that used with the Paper2D Template) any lights that are distant from the world origin will start to fade out as if they are being culled. The distan ...

UMG does not show up in viewport on HTML5 platform

UE - Platform - Mobile - Apr 27, 2016

Text UMG isn't showing up on HTML5 when it's packaged and ran on the browsers. This has only been seen on HTML5 so far. ...

Incorrect number of parameters in empty Shipping version of the DrawDebugString() function signature

UE - Foundation - Core - Mar 26, 2019

The DrawDebugString() function has to versions. One is the actual function to display a string of debug text in non-Shipping builds, and the other is an empty function that is used in Shipping build ...