Incremental Cooks: Add dependencies on files loaded during Load/Save of the package

UE - Foundation - Data Pipeline - Cooker - Oct 19, 2022

Iterative and Incremental cooking are supposed to recook packages when their "inputs" change. Most of the time inputs are the package file itself and the other package files on which it has dependen ...

Mesh Space Additive behave differently for non-animated bones and extra bones on a target skeleton

UE - Anim - Runtime - Dec 6, 2023

Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...

When using Vive Tracker for Virtual Camera function, Tracking does not work properly when using Unreal Remote 2

UE - Virtual Production - Tools - Virtual Camera - Aug 9, 2018

NOTE for Wont Fix: This is now supported with Virtual Camera 2.0. With the VirtualCamera 2.0 actor, it is possible set a LiveLink Camera subject from many sources. LivelInk XR (Vive Tracker) include ...

Camera Switcher Import option not functioning properly

UE - Anim - Sequencer - Oct 22, 2019

In UE 4.20 we got a feature that let you import a FBX file that contains cameras with a camereaswitcher to create a "camera cut track" within sequencer. From the release notes of 4.20: https://docs ...

Large Landscapes cause long PIE start time delays

UE - LD & Modeling - Terrain - Landscape - Jan 29, 2020

These delays appear with large Landscapes (for example 8029 x 8029) . The delays only start occurring after the level is saved and reopened. After which PIE start times will be 5 to 15 times longer ...

[CrashReport] FGenericPlatformMemory::OnOutOfMemory | TArray<FCompressedChunk,FDefaultAllocator>::ResizeTo

UE - Foundation - Core - Jul 20, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.12 for more than 200 unique users. The callstack has similarities to [Link Removed], and as-such may be out of our ...

[CrashReport] UE4Editor_PropertyEditor!TWeakPtr<SDetailSingleItemRow,0>::Pin() [sharedpointer.h:1120]

Tools - Oct 30, 2017

This seems to be a new crash coming out of 4.18. It is not very widespread at the moment, but the callstack is very similar to [Link Removed], which was fixed for 4.18.0. Users have not provided a ...

GameFeature Plugins do not chunk as expected when using PrimaryAssetLabels

UE - Gameplay - Sep 23, 2024

There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...

Cast modulated shadows causes black screen on iOS with non-default FOV

UE - Platform - Mobile - Oct 14, 2015

Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...

Filling Vertex Colors does not propogate down to other LODs

Tools - Nov 19, 2018

The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...