Heterogeneous Volume Actor causes ensures to trigger in Debug builds

UE - Niagara - Aug 24, 2025

When a heterogeneous volume actor is used with a volume material in a debug build, the following ensures are triggered: Ensure condition failed: UniformBufferValue || EnumHasAnyFlags(AutomaticallyBo ...

Rolling ball physics bounces on flat landscape with low fps

UE - Simulation - Physics - Apr 21, 2015

It's been reported that using the rolling ball physics on a flat landscape will cause the rolling ball to bounce when it crosses a seam. It does not happen on every single seam, but it happens prett ...

Creating a class derived from Trigger Base or its subclasses fails in editor

UE - Gameplay - Apr 30, 2015

Attempting to create a class with the parent set to Trigger Base, Trigger Box, Trigger Capsule, or Trigger Sphere will fail to create the class ...

Selecting Auto Convex Collision crashes the editor

UE - Platform - Linux - Apr 13, 2015

In the static mesh editor, choosing the Auto Convex Collision from the Collision drop toolbar and selecting apply will immediately crash the engine. ...

GitHub promoted branch crash on Mac when trying to PIE

UE - Platform - Apple - Mar 17, 2015

Attempting to play in editor will cause the editor to crash immediately. ...

Additive anim slot takes over when played with Matinee

OLD - Anim - Aug 12, 2015

When you have an animBP with two anim slots (one of which is additive) and are playing the animations via Matinee through each slot, the additive animation takes over and the base animation doesn't ...

Format Text node accepts breakpoints w/o execution pins

UE - Gameplay - Blueprint - Feb 6, 2015

Even though the Format Text node does not have any execution pins it is possible to put a breakpoint on the node. NOTE: The breakpoint appears as a yellow circle and does not trigger when the code ...

console "stat" commands function properly but report command as not recognized

Tools - Jan 9, 2015

A number of "stat commands" such as "stat memory" or "stat collision" are working when used but display the message "Command not recognized: stat memory" when entered. ...

Warning message when opening the editor after moving MyCharacter blueprint

UE - Gameplay - Blueprint - Nov 7, 2014

If the MyCharacter blueprint is renamed or moved to a different folder after the project is built in Visual Studios and then the project is saved and the editor shut down, the editor will give a war ...