Ray Traced Ambient Occlusion Uses Resources Even if AO Intensity is 0

UE - Graphics Features - Lumen - Aug 22, 2019

Ray traced Ambient Occlusion is still active even when Ambient Occlusion Intensity is set to 0 in the Post Process Volume. Found in 4.22 CL# 7053642, 4.23 CL# 8115738, 4.24 CL# 8124506 ...

Multiple Blueprint compilation passes required to fix up event binding to dispatcher after event rename

UE - Gameplay - Blueprint Compiler - Nov 30, 2021

Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding.  upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...

Xcode project files use iOS Legacy Build System which is not supported in Xcode 13

UE - Platform - Apple - Aug 3, 2021

The WorkspaceSettings.xcsettings file is generated with the following entry <key>BuildSystemType</key> <string>Original</string> This causes the warning in [Link Removed] which has was closed ...

Assertion failed: (Index >= 0) & (Index < ArrayNum) when importing large Alembic file

UE - Editor - Content Pipeline - Datasmith - Importer - May 3, 2022

Regression testing done on //UE4/Release-4.27.2 CL-18427296 and this issue did occur. [Link Removed] [Link Removed] Below is snips of customers description and proposed workaround:Importing alembi ...

When IOStore is enabled, -createchunkinstall separates out chunk-non-0 pak files but not utoc/ucas files

UE - Foundation - Data Pipeline - Cooker - Dec 12, 2022

The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...

"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level"

UE - Editor - Content Pipeline - Import and Export - Mar 18, 2022

"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...

Crash when using Share Material Shader Code and Native Metal Libs with r.Shaders.Optimize=0

UE - Rendering Architecture - RHI - Mar 17, 2020

Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...

[CrashReport] Mac/Metal crash due to enabling Metal 2.0 on 10.12.6

UE - Graphics Features - Oct 26, 2017

This is an early trending Mac/Metal crash coming out of 4.18. Mark.S: _Revised Statement: Users are trying to enable Metal 2.0 on 10.12.6. The iOS settings panel lets me show warnings about this st ...

Multiple templates have Can't Find File warnings when cooking content for Mac

UE - Foundation - Core - Cooker - Jan 13, 2016

The following Can't Find File warnings appear for the Flying Code and BP projects when cooking content for Mac.MainFrameActions: Cooking (Mac): UE4Editor: [2016.01.13-20.14.37:469][ 0]LogInit:Displ ...

Map placed actor binding to another actor's Event Dispatcher (multicast delegate) results in duplicate bindings after blueprint recompile

UE - Framework - Blueprint - Apr 17, 2025

Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...