GPU ISM LOD doesn't take into account per instance scales when calculating LOD ranges

UE - Graphics Features - Jul 19, 2024

When we set up the draw calls for ISM with GPU LOD selection we submit a draw call per LOD. For this we calculate the minimum and maximum possible LOD with a call to ComputeLODForMeshes() in FReleva ...

Nested code component causes ensure in blueprint's child blueprint

UE - Gameplay - Blueprint - Aug 25, 2017

When a component class (base) contains a component property (Nested) adding the base component to a blueprint and changing the position of the component will update the base and nested components as ...

Disconnecting root node in behavior tree editor has no effect

UE - AI - BehaviorTree - Aug 27, 2020

I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...

Landscape material reverts to default when launched onto an Android device

UE - Foundation - Core - Cooker - Mar 20, 2015

From user SONB: Launching the project for the first time on Android device the landscape has the correct material applied. However, if I change something in the material (for example adding a Lands ...

Changing the collision response type of an instanced actor using a public variable in the construction script does not change the response type

UE - Simulation - Physics - Aug 27, 2020

Changing a public variable which is setup in the construction script of an actor to set the actor's collision response type does not change the actor's collision response type. The response type rem ...

Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions.

UE - Gameplay - Jul 2, 2019

Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions. "This is because they're now pointing to t ...

UConsole HistoryBuffer no longer writing to disk in packaged builds

UE - CoreTech - Sep 7, 2023

We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...

MoviePlayer loading screen with FLoadingScreenAttributes::bAllowEngineTick results in high DeltaSeconds tick post-playback

UE - Framework - Feb 16, 2024

IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick  = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...

Values for InitialOnly replicated arrays can fail to be captured in replay when removed and re-added between checkpoints

UE - Networking - Oct 2, 2025

When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...

[CrashReport] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [kismetreinstanceutilities.cpp:1880]

UE - Gameplay - Blueprint Compiler - Oct 5, 2017

This is a somewhat common crash that has occurred throughout the 4.17 release. Users have not provided any description of their actions when the crash occurred. The callstack is similar to some ol ...