BoneList and BoneFilterActionOption in LOD0 of LODSettings are displayed after editing other LOD level

UE - Anim - Runtime - Jul 31, 2023

BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...

Failed to generate Nanite data for mesh with bDoFastBuild enabled

UE - Graphics Features - Nanite - Oct 1, 2025

If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...

User Struct value set through a component is reset to default when modified through the level instance

UE - Gameplay - Jul 3, 2017

Struct value set through a component is reset to default when modified through the level instance. If it's not set through the component, it works fine. User Description: There is a bug in the eng ...

[CrashReport] UE4Editor_Landscape!ULandscapeInfo::RecreateLandscapeInfo() [landscape.cpp:2128]

UE - LD & Modeling - Terrain - Landscape - Sep 28, 2017

This is an early trending crash coming out of the 4.17.2 hotfix, with no record of occurring previously. The callstack is very similar to [Link Removed] (fixed in 4.17.2) and may be related. Users ...

Depth reading features on devices without framebuffer fetch are relying on undefined behaviour.

UE - Platform - Mobile - Oct 26, 2016

For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...

Native gameplay tags in plugins are cleared when reading config files

UE - Gameplay - Aug 14, 2024

When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...

Inline retargeting gives different output pose vs retargeting from mesh

UE - Anim - Rigging - Retargeting - Nov 19, 2025

When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible s ...

Skeletal Meshes keep reference to unused Material IDs

UE - Editor - Content Pipeline - Import and Export - Sep 7, 2016

When importing a FBX with multiple materials and some of them are unused from their setup, they will still be referenced by the skeletal mesh in the Details Panel in the level editor, but in the Per ...

OnActive Gameplay Cues not activating properly in standalone

UE - Gameplay - Nov 28, 2016

This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...

Editor crash on level load when bUseActorFolders is true after dragging Actor into another folder in the Outliner

UE - World Creation - Worldbuilding Tools - OFPA - Mar 7, 2023

From licensee: Hello! Our level streaming setup enables the bUseActorFolders on our levels. When moving the Actor into another folder via the Outline, the editor will crash on the next load Assert ...