[CrashReport] ULevel::GetWorldSettings - UStaticMeshThumbnailRenderer::Draw

Tools - Oct 30, 2017

This is a common crash that has occurred since at least 4.14. The callstack is nearly identical to [Link Removed], which appears to be fixed in 4.18; and [Link Removed], which has not. The differen ...

Volumetric fog does play nice with dynamic res

UE - Graphics Features - Jan 4, 2019

Dynamic resolution dynamically changes the the size of the viewport in render targets. The thing is when the resolution changes: it is reprojecting previous frame that is stored in history render ta ...

The "Random Integer in Range from Stream" returns the same value if the seed is power of 2 of anything above 22.

UE - Foundation - Core - Aug 7, 2019

When using the "Random Integer in Range from Stream" where the seed is a power of 2 after a certain point (2^22) the random integer that is returned is the always the same. If the seed is 2^23 + 1 i ...

Actor being moved via sequencer has inherited velocity that ignores play rate scale

UE - Anim - Sequencer - Nov 8, 2019

When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...

Landscape Tool crashes on Layer Import

UE - LD & Modeling - Terrain - Landscape - Mar 12, 2020

The heightmap and weightmaps were created using Terresculptor, and exported in the correct format. If you import everything except the layermaps, the landscape is generated and the layers can be pai ...

Materials using Texture 2D Arrays fail to compile

UE - Graphics Features - Apr 29, 2020

REGRESSION: Does not occur in 4.24 Materials using Texture 2D Arrays have the following errors:[SM5] /Engine/Generated/Material.ush(2225,107-114): error X3004: undeclared identifier 'Material' [S ...

Asset localization does not work properly for Paper2D related assets such as Flipbook

UE - Foundation - Mar 18, 2022

This issue is resolved by changing Paper2D's LoadingPhase to PostConfigInit, but this is a workaround. We suggest a better long term fix via AssetRegistry changes (see comments). In the default la ...

Pose watches don't display correctly with compatible skeletons

UE - Anim - Runtime - Anim Blueprints - Aug 19, 2022

"Hello, we've found a quirk with ABP's pose watch and compatible skeletons. Same setup as above. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share similar hiera ...

Iris - large fast arrays serialize multiple elements when only one is dirtied

UE - Networking - Iris - Apr 8, 2025

This seems to be a result of how the changemask is handled for fast arrays. Because the changemask is a fixed set of bits (defined by IrisFastArrayChangeMaskBits), a single bit can represent multipl ...

USkinnedMeshComponent::FindClosestBone does not respect bRequirePhysicsAsset parameter

OLD - Anim - Mar 20, 2017

A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...