Regression - Nav mesh is not generated on BSP brushes after loading a map

UE - AI - Navigation - Dec 18, 2024

In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...

Regression - Nav mesh is not generated on BSP brushes after loading a map

UE - AI - Navigation - Jan 14, 2025

In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...

Nvidia dedicated graphics card causes menus in the editor to duplicate

Tools - Jun 17, 2015

When using a laptop with an added in graphics card that's Nvidia, the menus in the editor duplicate. However, if you force the editor to use the integrated graphics card, it does not occur. From th ...

Function about Comparing Manifest Version in HttpChunkInstaller does not Consider Manifest File Update

Portal - May 7, 2018

Current HttpChunkInstaller consider version data of manifest.But it does not consider the manifest file update. So, if user update the manifest file, HttpChunkInstaller ignores it. If changing the V ...

FSoftObjectPath::ResolveObject references to the Editor's object in the first frame of Movie Render Queue

UE - Anim - Sequencer - MRQ - Dec 8, 2023

When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...

FNotifyNodeInterface crashes when referenced Notify is invalid

UE - Anim - Runtime - Mar 1, 2024

Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence.  This can cause intermittent crashes when notifies are removed as the UI can still reference t ...

Investigate Streaming getting disabled on a World Partition map as a side-effect of loading the map as a regular asset

UE - World Creation - Worldbuilding Tools - World Partition - Apr 1, 2025

We recently encountered an odd issue where loading into our main world partitioned map would result in a crash caused by all streaming cells getting loaded at the same time. Turns out this was cause ...

Compiling blueprint with nested subobjects loses data

UE - Gameplay - Blueprint - Jan 25, 2018

The attached project is from a licensee who made a Quest system where a blueprint has several ConditionContainer instanced subobjects, that contain EdGraphs with custom question condition nodes. On ...

AssetManager ModifyCook does not correctly apply PrimaryAssetLabel references

UE - Foundation - Data Pipeline - Cooker - Feb 10, 2022

Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...

Crash when playing HLS video with ElectraPlayer on iOS16

UE - Media Framework - Mar 15, 2023

Licensee reported crash when playing HLS video with ElectraPlayer on iOS16. According to their research, we can avoid the fix by doing the following: Delete check() in the corresponding line Engine ...