Geometry collection marked as nanite has no fallback in cooked build when nanite is disabled

UE - Rendering Architecture - Dec 11, 2023

When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...

Shooter Game: High Rise is rendering Red Artifacts in Reflections and AO

UE - Graphics Features - Jun 11, 2015

When running Shooter Game, Highrise map, there are red artifacts rendered in the boundary areas between AO and Reflections. This is a regression from 4.7.6. In 4.7.6 - [Image Removed] In 4.8.0, Li ...

Copying values of an array created through C++ does not copy all values

Tools - Aug 24, 2017

Copying values of an array created through C++ does not copy all values, only the first value is copied over. This is different than an array that is created in blueprints when those are copied they ...

Widget Slider increments in an odd way when it is dragged outside of its bounds when next to another Widget

UE - Editor - UI Systems - Aug 6, 2020

The attached video shows the results of this bug. When two Widgets are next to each other and one of them has sliders, when the sliders are dragged past their bounds they will increment backward so ...

Interaction between sublevels and LevelSequences can break actors attachments hierarchy of the sublevel.

UE - World Creation - Worldbuilding Tools - Aug 6, 2025

Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...

Ctrl-Z does not function in Static Mesh Editor

Tools - May 26, 2015

When applying a Material to a Static Mesh in the SM Editor, an event for the undo function is never created and when you undo you are undoing the last action outside of the SM Editor. Also reproduc ...

Leaderboards and Achievements are inaccessible in Match3 using a new account

UE - Online - Feb 6, 2018

Ads between matches WERE working, as was the purchase option. This was found in Shipping, but I was able to reproduce and gather logs from Development. This was found on a Pixel 2 on Android 8.1 ...

MAC: UE4 Editor crashes in gldReadTextureData on Nvidia 330M

UE - Platform - Apple - Dec 15, 2014

A user is reporting semi-regular crashes on his MBP 6,2, with Nvidia 330M GPU. This is a GL 3.3 GPU which we don't routinely test against, he may have the 256 or 512MB model, but this is unclear. T ...

Crash on PIE with varying number of players

UE - Networking - Jan 26, 2015

User crashes on PIE when number of players is set to two in the "Play" drop down menu. No crash if number of players are set to 1,3, or 4. Additionally, setting the "Dedicated server" checkbox to ...

Blueprint compile failure with empty FTimerHandle return value

UE - Gameplay - Blueprint - Jul 13, 2017

Blueprint compile failure when returning a Timer Handle from a function call when the Timer Handle node is not connected. Compile failure message: "ICE: The type of property %s doesn't match a term ...