Incorrect display of NavLinks when bFailedNavLinks is enabled

UE - AI - Navigation - Oct 10, 2024

When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...

Log Text, Log Location, and Log Box Shape, do not appear in Blueprint Visual Logger or Output Log

UE - AI - Jan 24, 2016

Debug information from blueprint visual loggers (log text, loglocation, logboxshape) do not print to either the message log or output log. This can be problematic as the visual debugger specifically ...

Flickering windows with four player PIE on Laptop Geforce cards

UE - Graphics Features - Oct 1, 2015

Flickering windows with four player PIE on Laptop (mobile) Geforce cards. See attached video, or video link from the answerhub thread. It happens repeatedly and very frequently. ...

Full Scene Importer Blueprint will only set as Movable Components

UE - Editor - Content Pipeline - Import and Export - Jun 22, 2016

When importing a full scene using the Full Scene Importer and having it create a Blueprint actor that will set it's default mobility to static. Even unchecking the Import as Dynamic option will not ...

Scroll bar on Project Settings - Collision menu behaves strangely.

UE - Editor - UI Systems - Slate - Jun 1, 2015

The scroll bar in the Engine - Collision menu in Project Settings doesn't appear when it first should, and when it does, it resizes and moves oddly. Edit MattK: variable length widgets inside of a ...

Viewport Flickers when opening a Blueprint and Setting it as a Docked Tab on El Capitan

UE - Platform - Apple - Apr 4, 2016

When docking a blueprint as a tab in the main viewport the sprites and other actors placed in the default scene (including player start) begin to flicker. This flicker persists until you close and ...

Constraints are broken when capsule component height changed

UE - Simulation - Physics - Jul 20, 2015

James: I think we currently recreate the capsule body when you change dimensions, should just change the shape instead. – DisableCollision is reset if constrained Capsule Component height is change ...

Line Trace's chained together into a ricochet do not work on all normal directions

UE - Gameplay - Jan 27, 2015

Line Trace's chained together into a ricochet do not work on all normal directions. They seem to fire inside of the object. The blueprint setup in screenshot #2 is in the MyCharacter bp. ...