SSR Does Not Work On Mobile or Mobile Preview

UE - Platform - Mobile - Mar 7, 2017

In our Docs page SSR is listed as compatible with mobile here: https://docs.unrealengine.com/latest/INT/Platforms/Mobile/PostProcessEffects/ While testing this doesn't seem to be the case so either ...

Static Mesh Navigation Collision Properties Not Being Saved Correctly

UE - AI - May 10, 2017

Setting properties for a static meshes Navigation Collision and then reopening the mesh causes them to be reset. This does not appear to occur in 4.14.3. This is a regression. ...

Rotation Not Always Replicated When bUseControllerRotationYaw is Set to False

UE - Networking - May 19, 2017

Rotation does not always appear to be replicating when bUseControllerRotationYaw is set to false on the Character's class. This seems to occur 4/5 times. There are the occasional times where telep ...

TimeSpan Variable to does not replicate

UE - Networking - Apr 6, 2018

The Timespan variable does not appear to replicate the changes to the variable to the client from the server (event with the Replication setting set to "Replicated"). In the example a float value ha ...

HLOD CalculateOverlap crashes when spheres barely overlap

UE - World Creation - Worldbuilding Tools - HLOD - Sep 16, 2019

The engine will crash when cluster bounds barely overlap. ...

Remove reference to editor assets in cooked build from landscape visibility layer

UE - LD & Modeling - Terrain - Landscape - May 21, 2020

As soon as the visibility tool is used, we're adding references to the  "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...

Get wrong primitive scene data on mobile preview with GPUScene enabled

UE - Rendering Architecture - Shaders - Apr 27, 2022

Widget functionality broken when removing / recreating the same widget from a widget component

UE - Editor - UI Systems - Jul 26, 2016

When SetWidget is called, the call to Widget->MarkPendingKill(); causes the widget to lose functionality if the widget being created is the same as the widget previously removed. ...

Skeletal Meshes with Physics assets with less than 5 bodies will not use flag for Start Awake

UE - Simulation - Physics - Dec 8, 2015

When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...

When OpenGL ES 3.1 is enabled for Android build in Handheld AR Template, camera inverts colors

UE - Platform - XR - Mar 26, 2018

When OpenGL ES 3.1 is enabled in Android Build settings, device prompts user to choose to "Allow ARInvertColor to take pictures and record video". If allowed, colors are inverted by the camera. If ...