[CrashReport] UE4Editor_UnrealEd!SaveWorld() [filehelpers.cpp:359]

Tools - Aug 31, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: !bIsReentrant [L ...

Tessellation no longer working

UE - Graphics Features - Jan 12, 2016

Material Tessellation is no longer working in 4.11 Preview 2, 3, or 4. It is also no currently working in 4.12 Main. Working: 4.10.2 - CL-2818068 Not Working: Tested in Dev-Release CL-2824708 Not ...

Root motion "loop" not available to select in Blend Space

UE - Anim - Runtime - Apr 6, 2022

When creating a blend space within UE5, root motion options are greyed out and can NOT be selected, no matter if the animation has EnableRootMotion checked or not. I also made sure to try an animat ...

Missing binding object for component track in level sequence

UE - Anim - Sequencer - Mar 13, 2025

This issue occurs when clicking on the Rebind Possesable References action in a Level Sequence editor. The component reference appears missing and won't work anymore. It is worth noting that when ...

Self-Shadowing changes when click on and off an actor

UE - Graphics Features - Jun 19, 2015

Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...

Shadows are cast by meshes that have "Self Shadow Only" enabled while "Ray Tracing" is enabled with DX12

UE - Graphics Features - Lumen - Nov 6, 2019

Meshes that have "Self Shadow Only" enabled are still casting shadows if ray tracing is enabled with DX12. Found in 4.23.1 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24 CL#10053396, 4.25 Main CL ...

Light Banding for Point Lights at long distances from the World Origin

UE - Graphics Features - Jan 4, 2017

When using a point light far from the world origin the light will have banding. The shadow bias and filter sharpen can help but they are not as consistent as settings near the world origin. The only ...

[Mac][Metal] Black/NaN spots Visible in Templates With r.BasePassOutputsVelocity

UE - Platform - Apple - Apr 15, 2016

Base-pass rendering on Mac Metal now generates transient black/Nan spots across the scene - this appears to be related to r.BasePassOutputsVelocity and is presumably the connected to the incorrect s ...

Disparity in Rotation tool

Tools - Aug 31, 2016

There is disparity between the two different ways of editing rotation. When using the scrubber in the details panel each value scrubbed only affects that value and the values go from 0 to 360. When ...

Cannot Add Actor Blueprints to Object Library When Base Class is Set to Actor

Tools - Jan 25, 2016

Setting the base class dropdown of an Object Library to Actor prevents you from being able to add any actors to the library. This occurs even when the Has Blueprint Classes bool is checked. Found ...