SketchUp UV scale is not consistent for Datasmith imports.

TM - Interoperability - Dec 6, 2024

This is not a regression.  We have 2 issues here.  First we have different tiling for the different materials, since the way sketchup handles texture scale. They scale the UVs of the object instead ...

[CrashReport] Crash on Mac due to uncaught exception 'NSRangeException' - HIToolbox!DispatchEventToHandlers()

UE - Platform - Apple - Jun 22, 2017

This is a common and longstanding community crash on Mac. Users have not provided descriptions when they crash, so additional information is currently not available. A log file is attached. Call ...

StaticMeshComponents do not scale to negative value

Tools - Nov 22, 2016

The scale of the component does not reach negative values like the instance of the object. However, the user is able to enter a negative number and the object correctly reflects that entered number. ...

Linux Native Toolchain depends on libninfo5 which is not bundled

UE - Platform - Linux - Sep 6, 2019

libtinfo.so.5 => /lib/x86_64-linux-gnu/libtinfo.so.5 (0x00007fc27cf4d000) bschaefer@bschaefer-Precision-T7600:bin$ ldd ./clang linux-vdso.so.1 => (0x00007ffceefe3000) libpthread.so.0 => /lib/ ...

References to Data Assets that inherit from Blueprints may be broken during reinstancing

UE - Gameplay - Blueprint - Nov 30, 2020

It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...

Users can't change flags on asset entries in PSD when the asset was added via a Branch In notify

UE - Anim - Gameplay - Mar 19, 2025

Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...

GenerateProxyMesh causes incorrect transform in ISM using Scale

UE - World Creation - Worldbuilding Tools - HLOD - Aug 20, 2019

MeshVertex has been converted by component transform before being converted by instance transform. It is ( Vertex * ComponentTransform ) * InstanceTransform. I thought it has to be converted by (Ve ...

FCDODiffControl doesn't properly account for lists of differing size.

UE - Gameplay - Blueprint - Sep 21, 2016

FCDODiffControl doesn't properly account for lists of differing size. The issues are marked in the following code:int IterOld = 0; int IterNew = 0; while (IterOld != OldProperties.Num() || IterNew ...

TickComponent and PostPhysicsTick in SkeletalMeshComponent can cause simultaneous read/write access

UE - Anim - Runtime - Jan 18, 2023

When a SkeletalMeshComponent is restarted by calling in order of   SetSimulatePhysics and SetComponentTickEnabled, the TickComponent and EndPhysicsTick are executed simultaneously. As a result, the ...

Sequencer autosorts alphabetically on undo

UE - Anim - Sequencer - Sep 8, 2023

[Link Removed] Jan Kaluza 2023-09-08 15:37:18 UTC I just ran into a very frustrating bug: I have around 60 actors in a sequence, and I reordered them to be in the order that I wanted to animate them ...