GetUniqueBuildID should use GetLocalNetworkVersion for default value

UE - Automation Test - Nov 13, 2018

See https://udn.unrealengine.com/questions/466694/index.html GetUniqueBuildID() was changed in 4.20 so the value returned by default was the same as the network version. However FNetworkVersion::Ge ...

Noise Node Fails to Compile With Voronoi Noise if Ray Tracing is Enabled

UE - Graphics Features - Jul 19, 2019

Noise Node Fails to Compile With Voronoi Noise if Ray Tracing is Enabled.  Working as expected in 4.22 CL# 7053642 Found in 4.23 Preview 2 CL# 7321677 and 4.24 CL# 7437539 This is a regression   ...

Landscape that has tessellation enabled sometimes doesn't render in cooked build

UE - LD & Modeling - Terrain - Landscape - Jun 18, 2020

If a landscape uses a material that has tessellation enabled. Then in Editor and PIE things render correctly. But in a cooked package we sometimes hit this check. check(!bCurrentRequiresAdjacencyI ...

Sandbox Visitors can fail on empty directories on non-Windows platforms

UE - Foundation - Jul 11, 2024

When a Sandbox Visitor checks a directory and it doesn't exist, it returns true on Windows and false on other platforms. The code that uses the result of this check, IterateDirectory, doesn't conti ...

Mesh particles are inadvertently culled when NiagaraActor scales large

UE - Niagara - Feb 5, 2025

When a large scale value (e.g. 500) is set on the NiagaraActor, the mesh particle is unexpectedly hidden. This may be a side effect of the following change ([Link Removed]). PrimitiveData.NonUnifo ...

LIVE: Deleting a folder in the content brower shows unrealted assets

UE - Editor - Content Pipeline - Content Browser - Aug 25, 2014

User Description: Upon deleting a subfolder in the content browser, your currently open folder displays many objects from other folders as well. Summary: Deleting a folder will cause the content b ...

Adding Variable to Struct (Exposed on Spawn) breaks SpawnActor functionality without error/warning

UE - Gameplay - Blueprint - Aug 16, 2018

Adding a variable to a Struct used with SpawnActor breaks functionality without warning. Workaround: Clear Class from SpawnActor and reassign same class User Cites Blueprint Compile manager as fau ...

Rendered landscape heights for ES31 doesn't match SM5 since engine version 4.25

UE - LD & Modeling - Terrain - Landscape - Jun 4, 2020

Switching between SM5 and ES31 views in the Editor shows some small variation in landscape heights. ES31 heights are stored in the vertex with some slight lossy compression so subtle variation can ...

World Partition causes client to disconnect from dedicated server

UE - World Creation - Worldbuilding Tools - World Partition - Sep 14, 2022

When using connecting to a World Partition level on a dedicated server the client get's disconnected immediately. I tested this with a non WP level and the client connected with no issues. I've inc ...

Unable to affect setting cubemap blend in skyLight and reflections on transluscent materials

UE - Rendering Architecture - Oct 17, 2023

Attempting to blend SkyLight Cubemaps via the SetCubemapBlend function to blend between different Cubemaps to make the changes seamless is not reflected. As a workaround, in LumenTracingCommon.ush, ...