Setting Asset ID reference to instance on a different level causes reference to be lost on reload if asset is renamed.

UE - Gameplay - Blueprint - Nov 25, 2016

When a variable of type AssetID is set to an asset on another level, the reference to the second asset is lost after reloading the project if the second asset is renamed. Regression: No - this beha ...

Datasmith & mikktspace tangent cause entities to glow with lightmaps

UE - Editor - Content Pipeline - Datasmith - Exporters - Feb 22, 2019

The steps above are reduced to their simplest expression.  I appears that several customers complained about lightmap baking resulting in glowing objects.  This typically happens on interior door fr ...

'Set from Euler (Quat)' and 'Set Components (Quat)' BP nodes have no output.

UE - Gameplay - Blueprint - Mar 18, 2019

'Set from Euler (Quat)' and 'Set Components (Quat)' BP nodes have no output. These nodes are new in 4.22 Confirmed in MAIN @ CL 5423420 ...

[Feature Request] Allow include files to be added in custom nodes via separate entry

UE - Rendering - Architecture - RHI - Jan 10, 2020

Suggested feature by a licensee and there have been a few use cases recently we've seen. [Link Removed] for vis ...

JumpForce replicated ability task not always cleaned up properly

UE - Gameplay - Gameplay Ability System - Jul 19, 2024

See [Link Removed] for original report.  UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to b ...

Cross compiler crashing with custom expressions

UE - Graphics Features - Dec 5, 2016

This looks like a bug with shader pipeline compilation and custom expressions. ...

Font advance and fallback font metrics have issues in 4.16

UE - Editor - UI Systems - Slate - Jun 5, 2017

There were some font regressions in 4.16 that we've since fixed (CL# 3456916 and CL# 3425681). These are affecting live users so we should get them into the next 4.16 build. ...

Fix support for compiling editor in monolithic

UE - Foundation - Cpp Tools - UnrealBuildTool - Jul 1, 2016

Some licensees have reported good results compiling the editor in monolithic configurations - startup times are noticably shorter. I believe there are a number of things that need fixing up across t ...

A stopped sequencer track will be updated one more time after RestoreState has been called

UE - Anim - Sequencer - Oct 11, 2016

A licensee reports that updating a stopped track that has already had it's state restored can cause problems. We should investigate why the update is happening and if it can be safely removed. ...

Using USceneCaptureComponentCube::UpdateContent() is not exposed and fails to compile

UE - Gameplay - Oct 26, 2015

Making a call to USceneCaptureComponentCube::UpdateContent() will cause the compile to fail with an unresolved symbol linking error. This is inconsistent with USceneCaptureComponent2D::UpdateConten ...