UWorld::RemoveFromWorld does not check Pointer Reference for null before use

UE - Gameplay - Dec 12, 2017

The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly ...

Ray traced GI denoiser blotches/artefacts

UE - Graphics Features - Lumen - Sep 15, 2021

See licensee description of the issue for more info. Issue did not occur in 4.25. ...

NiagaraComponent attached to the character won't stay active when travelling to a new level using seamless travel

UE - Niagara - Jul 27, 2023

The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...

Cannot click the create new project button on a monitor with 1366 x 768 resolution

Tools - Sep 17, 2015

If a user has a 1366 by 768 monitor resolution and uses the File > Create New project option, then the user will not be able to click the green button at the bottom of the window that actually allow ...

Signing Key not found when certificate is in System Keychains

UE - Platform - Mobile - Oct 22, 2014

User reported being unable to push to devices from mac if they have their Certificates in the System Keychain rather than Local ...

Use Complex as Simple isn't working for dynamic objects

UE - Gameplay - Apr 21, 2015

Use Complex as Simple isn't working for dynamic objects. However, if not simulating physics, collision works correctly. Same as TTP# 229782 that wasn't moved to JIRA. ...

PIE Exits and Error Appears When Attempting to Travel to New Map

UE - Gameplay - Aug 19, 2016

When attempting to use an overlap event followed by an open level node, PIE will exit and errors will appear in the message log. ...

Skeletal Mesh Has Flickering Artifacts On Mac

UE - Graphics Features - Oct 26, 2016

White artifacts appear when you have a stationary directional light in your scene with default settings that is casting a shadow, and a skeletal mesh is in that shadow after baking lighting. You wi ...

Landscape Layer blend node inconsistency

UE - LD & Modeling - Terrain - Landscape - Mar 24, 2015

When the landscape has no textures the landscape layer blend material node will render as the first layer. When painting only holes onto the landscape, the landscape will have a layer texture but st ...

The IOS Third Party library Bolts has an incorrect file name in its Build.cs file

UE - Platform - Mobile - Dec 11, 2015

The Bolts library is not correctly linked in its Build.cs file. The Build.cs file contains the following line with an incorrect file name: PublicAdditionalShadowFiles.Add(LibDir + "/Bolts.a"); The ...