Static mesh created using a procedural mesh component does not appear to save

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jun 27, 2018

Creating a static mesh via the create static mesh button in a procedural mesh component creates a mesh that does not appear to save. If the editor is restarted the mesh asset is lost. ...

RemoveWindSource modifies game thread array while in a parallel for loop.

UE - Simulation - Physics - Apr 16, 2021

FScene::RemoveWindSource is called from a parallel for loop, and concurrently deletes wind component pointers from the same game thread array causing crashes when the scene contains multiple wind so ...

Component Created in C++ is destroyed before BeginPlay

UE - Gameplay - Components - Sep 3, 2021

Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...

[Sequencer] Setting additive transform keyframes on Actor Blueprints (using S hotkey) causes Actor to pop

zComponent - Archive - Jun 22, 2023

See attached gif for popping behavior. The issue does not occur if using the Enter hotkey or clicking the Add Keyframe button. The issue also does not occur on static or skeletal meshes.  ...

Expensive WaitForTask in SceneCapture2D

UE - Rendering - Architecture - Nov 20, 2023

UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...

Event Dispatcher name changes do not propagate to related nodes until the editor is restarted

UE - Gameplay - Blueprint - Mar 17, 2015

Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...

FIXIF: Using the Merge Blueprints feature crashes the editor

UE - Gameplay - Blueprint - Feb 18, 2015

Using the Merge Blueprints feature crashes the editor. This repro is for clicking between the error and warnings while merging, but the editor will generally crash if the Merge is finished or if an ...

Directional Light settings remain from previous level when creating new level when using forward rendering

UE - Graphics Features - Jun 8, 2018

Using Forward rendering, directional light settings persist across levels and after deletion. Video attached, shows problem in Dev-VR but same issue occurs in Release-4.20 ...

Packaging failed! toast does not replace the previous toast

Tools - Nov 29, 2017

Packaging failed! toast does not replace the previous toast. Users are able to click the Dismiss button for the most recent toast, but not for any others. The Show Output Log link works on all acti ...

Lyra 5.5 - LAS_ShooterGame_SharedInput has got a missing reference on InputMapping #1

UE - Gameplay - Input - Jan 27, 2025

The templated Lyra project for 5.5 is missing a reference to IMC_Default_KBM on /ShooterCore/Experiences/LAS_ShooterGame_SharedInput because it looks like IMC_Default_KBM was renamed to IMC_Default. ...