Latent Actions do not execute if the blueprint name contains non-english characters

UE - Foundation - Core - Oct 27, 2020

REGRESSION: Issue started occurring with 4.25.4 Blueprints with non-English characters in their name will not trigger latent actions. The following warning appears in the log in this case: LogScr ...

Removing a transform track from the sequencer will no longer clean up spawnable actor when the sequencer is closed

UE - Anim - Sequencer - Feb 1, 2021

Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...

Most Material Instances render as the World Grid Material when placed on a Skeletal Mesh

UE - Graphics Features - Mar 10, 2021

When adding certain Material Instances to a Skeletal Mesh, the Material Instance break and renders as the World Grid Material. This persists in the project and the Material Instance cannot be used u ...

[MAC][OPENGL][METAL]: Investigate why planar reflections on translucent surfaces may not be working

Tools - Jun 29, 2015

See Comments. User reported planar reflections aren't being applied to translucent materials on Mac OpenGL, which may also affect Linux OpenGL and Mac Metal. Need to investigate what this feature r ...

[Mac][Metal] Black/NaN spots Visible in Templates With r.BasePassOutputsVelocity

UE - Platform - Apple - Apr 15, 2016

Base-pass rendering on Mac Metal now generates transient black/Nan spots across the scene - this appears to be related to r.BasePassOutputsVelocity and is presumably the connected to the incorrect s ...

Distance Field Mesh default resolution artifacts on some shape meshes

UE - Graphics Features - Feb 10, 2016

Distance Fields generated for the 4 basic static mesh assets in the modes panel appear to have artifacts or low resolution. This is only affecting certain shapes that I can see. Adding in assets fro ...

Extra Large Meshes Imported from Maya Flicker in Engine

UE - Simulation - Physics - Feb 16, 2015

Edit MattK: This probably has nothing to do with FBX. The object has a mass of 28 million kg so it would appear that the calculation of mass/physics asset is busted which is causing the flickering ...

Compile failure adding C++ Vehicle or VehicleAdvanced pack to a project

UE - Gameplay - Jan 11, 2017

Adding the C++ Vehicle feature pack to a project fails to compile with the following error:CompilerResultsLog: Info Error: Couldn't find parent type for 'TP_VehiclePawn' named 'AWheeledVehicle' in c ...

VR Trackpad Axis Values 0

UE - Platform - XR - Dec 16, 2019

Trackpad Values return 0 Additionally: I also observed that the Go's trigger is registering as Trigger MotionController (R) Facebutton 1  and that previously there were MotionController (R) Thumb ...

Mobile Depth of Field Focal Region is broken (not RDG)

UE - Platform - Mobile - May 8, 2020

Result: notice that depth of field exhibits a rendering artifact (see attached screenshot). The PostProcessIntegrateDof pass is rendering to the wrong output dimensions, causing the artifact. This ...