Incremental Linking does not appear to work for Debug and DebugGame configurations

UE - Foundation - Cpp Tools - Jul 2, 2018

The bUseIncrementalLinking option does not appear to actually perform an incremental build when building for the Debug or DebugGame configurations. When a build is performed with bUseIncrementalLink ...

UWorld::GetNetMode returns incorrect value during UGameInstance::StartPlayInEditorGameInstance

UE - Networking - Jan 19, 2023

During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...

CSM shadow casters falsely culled due to incorrect primitive octree test

UE - Graphics Features - Shadows - Sep 13, 2024

While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...

[CrashReport] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1189]

UE - Platform - XR - Feb 22, 2018

No user comments on crash group ...

Landscape Visibility Mask Rendering with Missing Landscape Components when Deployed to Mobile Device

UE - Graphics Features - Apr 8, 2015

Landscape Material renders with missing components when using a 'Landscape Visibility Mask' and deploying to a mobile device. I have found this issue now with an Android and iOS device. I was able ...

Overriding a UFUNCTION in a Blueprint results in an empty "Event Graph" category being shown in a Data Asset containing an instance of the Blueprint

Tools - Nov 12, 2018

When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...

DFAO artefacts created by landscape painted invisible in cooked builds

UE - Graphics Features - Jun 3, 2021

Looks like the issue stems from the DistanceFieldBentNormalAO pass ...

Crash after switching materials on a particle system mesh and saving the mesh

UE - Graphics Features - Aug 17, 2016

The repro steps are very similar to https://jira.ol.epicgames.net/browse/UE-34241 except that you have to save the static mesh before switching back to the particle editor. ...

BlueprintGetter does not work with or disable AnimGraph Fast Path

OLD - Anim - Jan 23, 2020

When used as part of the fast path in an ABP, variable Blueprint Getters are not used. If something with a getter that does not conform to or is supported by fast path, is used then fast path should ...