Foliage experiences odd culling when world origin is changed

UE - Graphics Features - Sep 13, 2017

There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...

[CrashReport] UE4Editor_Foliage!AInstancedFoliageActor::PreEditUndo() [instancedfoliage.cpp:2296]

UE - World Creation - Worldbuilding Tools - Foliage - Dec 1, 2017

This is a common 4.18 crash. Users have not provided any description of their actions when the crash occurred. Source Context 2286 void AInstancedFoliageActor::PreEditUndo() 2287 { ...

Buffer Visualization Modes Are Inaccurate

UE - Graphics Features - Apr 19, 2018

In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...

Complex collision mesh might lose its collision in the editor

UE - LD & Modeling - Modeling Tools - Mesh Editing - Feb 18, 2020

This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...

Using Replace Reference only works once on Linux

UE - Platform - Linux - Jan 14, 2016

Using the Replace References option to replace one asset with another, the window does not close/refresh properly. This causes the window to stay on the screen although it cannot be interacted with ...

Destruction mesh with Crumble Smallest and Impact near another will leave residual mesh visible

UE - Simulation - Physics - Destruction - Jan 28, 2015

When using a DM that has Crumble Smallest and Impact damage enabled there will be instances where the residual mesh before fracture is left behind. What appears to happen is there is a force large e ...

Points on a FRuntimeFloatCurve in an instance of a Blueprint that inherits the curve from its parent are reset when reloading the level it is in.

UE - Gameplay - Dec 14, 2017

In this situation, a FRuntimeFloatCurve UPROPERTY is stored in an Actor Component called CurveComponent. A Blueprint of MyActor (A subclass of AActor) is created and the CurveComponent is added to t ...

"Enabled per poly collision" under "Support compute skincache" is ON causes a crash at runtime

UE - Simulation - Physics - Aug 16, 2018

It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...

Stationary/Movable Lights render based on distance from World Origin in Orthographic Camera View

UE - Graphics Features - May 20, 2016

When using the Orthographic Camera view (such as that used with the Paper2D Template) any lights that are distant from the world origin will start to fade out as if they are being culled. The distan ...

Unable to select foliage by left clicking after 1.5 k foliage meshes placed

UE - World Creation - Worldbuilding Tools - Foliage - Aug 28, 2017

When using the foliage tool, once the mesh count reaches around 1.5k and higher you will be unable to select individual meshes by using the mouse. The lasso tool and the select all tool work as inte ...