Duplicating a map crashes the editor (Blueprint compile crash)

UE - Gameplay - Blueprint - Jan 5, 2015

EDIT: Date: 1/21/2015 Adding the [Link Removed] Duplicating a map in the Content Browser crashes the editor. It does not matter if the map being duplicated is the currently open map or not. EDIT ...

Root Motion interpolation is incorrect when use URO

UE - Anim - Runtime - Aug 3, 2018

According to Licensee's report, Root motion is incorrect when use URO. I Investigated, in the case of "Montages Only" become TrailMode in URO. Normally Animation Interpolation has implementation, ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Movie Scene Capture - DX12 Render Artifacts and Delay

UE - Rendering Architecture - RHI - Jun 19, 2023

If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts.   However, the delay and artifacts do not appear when using ...

Client Ensure FShaderMapResource_SharedCode::ReleaseRHI is still referenced on exit/shutdown

UE - Niagara - Rendering - May 7, 2024

Very rarely, the game client will crash on shutdown and the log will contain messages that look like: LogOutputDevice: Error: Ensure condition failed: false [File:Engine\Source\Runtime\RenderCore\ ...

Creating Destructible with PhysXLabs and Fracture Tool in UE4 yield different results and same settings

UE - Simulation - Physics - Destruction - Feb 25, 2015

When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...

The Temporal console variable has the wrong value

UE - Graphics Features - Aug 20, 2019

The r.SSR.Temporal console variable value is always set to its debugging value of 0 instead of being at its default of 1 Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P6 (CL - 798402 ...

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision

UE - Simulation - Physics - Jul 7, 2015

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...

Static mesh's material slot's cast shadow does not require a build of StaticLight

UE - Graphics Features - Dec 7, 2017

If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...

"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 ...