Volumetric Lightmaps Persist When Opening Different Level

UE - Graphics Features - Lumen - Feb 24, 2020

When moving between levels with built lighting volumetric light maps persists between levels. Workaround: Load the same level twice. Found in 4.24.2 CL#11100242 Reproduced in 4.26 Main CL#11574810 ...

Crash in editor after disabling AISystem in Worldsettings

UE - AI - May 16, 2018

After disabling the World Option bEnableAISystem, clicking with the right mouse button on the asset browers (in an empty place) casues the editor to crash. ...

Draw HUD shows in the wrong location on Android

UE - Platform - XR - Aug 3, 2016

Event Receive Draw HUD renders in the wrong location when using GearVR. In the PIE the location is correct, but not when rendered on the device. See images for better context. This is a regressio ...

Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling

UE - Editor - Workflow Systems - Jan 11, 2022

This is a regression.This does not affect UE5. Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling. In 4.26 and UE5 the code compiles without issue, and the user ...

Packaging with Steam VR plugin disabled requires an IDE

UE - Platform - XR - Jul 20, 2017

Disabling the SteamVR plugin in a Blueprint-Only project causes the packaging process to require an IDE to complete, as it requires compilation. Regression?: Yes This did not occur in 4.16.2 Note: ...

Missing vegetation created via PCG on export

TM - Rendering - Feb 21, 2025

If you compare this 2 automation tests done on Swiss chalet project, you could see that some parts of vegetation are missing : [Link Removed] [Link Removed] The diff between the 2 exports is caus ...

[Synth][Tone Generator] - Editor crashes when Starting Synth Component Tone Generator

UE - Audio - Mar 29, 2022

Starting a SynthComponentToneGenerator crashes the editor with the following assert:Assertion failed: bSuccess [File:D:\build\++UE5\Sync\Engine\Source\Runtime\SignalProcessing\Private\AudioBufferDis ...

Delete Unused Variables Does Not Remove Local Variables

UE - Gameplay - Blueprint - Oct 13, 2015

Using the Delete Unused Variables option under the Edit tab of a blueprint does not remove local variables. Instead, it displays a "All variables are in use" error. Occurs in 4.9.2 and 4.8.3 binar ...

imageStore no matching overloaded function found error when packaging ContentExamples

UE - Niagara - Jun 26, 2018

The following error appears when packaging ContentExamples for Linux.UATHelper: Packaging (Linux): LogNiagaraShaderCompiler: Warning: (ERROR: 0:377: 'imageStore' : no matching overloaded funct ...

Selection Highlight cannot be disabled for Skeletal Meshes

Tools - Feb 7, 2017

Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...