Input Mapping Context entries can get into a corrupted state when swapped with another entry that has a Combo Trigger.

UE - Gameplay - Input - Aug 23, 2024

This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...

Is there a particle smoke that matches the world lighting 100%?

UE - Niagara - Oct 14, 2024

Niagara particle sprites with a Translucent Material are glowing in a completely dark area. This issue is also observed with the deprecated Cascade particles. Particle brightness is also dependent ...

Nanite - Skinned Meshes not working.

UE - Graphics Features - Oct 21, 2024

The Nanite information and views from the Static Mesh Editor are not available to Nanite Skeletal Meshes in the Skeletal Mesh Editor. ...

LODGroup in Static Mesh not properly set when cancelling confirmation

Tools - Jul 8, 2015

LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...

Margin Variable cannot be edited while collapsed within a data table

Tools - Feb 4, 2016

If a struct has a variable of type Margin and a data table is created based on the struct, the Margin variable will not be editable while collapsed within the data table. ...

Spawn actor does not recognize changes to string/name variables

UE - Gameplay - Blueprint - Aug 28, 2015

Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...

Child actors cannot be recognized as children of parent actor within parent blueprint

UE - Gameplay - Blueprint - Jul 16, 2015

Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...

Skel/Vert/Surf Module is spawning sprites at emitter origin

UE - Graphics Features - Nov 7, 2014

Even after assigning associated bones and mesh to the module, the emitter is spawning a number of sprites at the emitter origin. See Picture Attached This may be related to an earlier reported iss ...

Wireframe persists Switching from 'Quad Overdraw' to 'Stationary Light Overlap' Visualizers

Tools - Aug 22, 2016

When switching from 'Quad Overdraw' to 'Stationary Light Overlap' in the Optimizations view mode visualizers, the wireframe generated in the overdraw visualizer persists into the overlap visualizer. ...

Sounds not obeying Audio Volume Ambient Zone Settings

UE - Audio - Aug 31, 2016

Exterior Ambient Zone Settings are ignored by sounds played that are placed within the Audio Volume. As the documentation suggests, Ambient Zones define how Sound Actors located inside the associat ...