Projects crash on Android when trying to load mips

UE - Platform - Mobile - Jan 20, 2017

Projects that are deployed in the Debug configuration crash when trying to load mips on the Android device. I do not see this issue when launching a project onto Android using the Test configuratio ...

Incremental macros are off by one when using a variable

UE - Gameplay - Blueprint - Jul 24, 2015

When using the increment/ Decrement macros they are off by one. When using the ++ macro the return value is one higher than the actual variable and 1 lower when using the – macro. ...

Open street map building don't cast shadows in raster mode

TM - Rendering - Feb 14, 2025

Reproducible with cascaded and virtual shadow maps. Seems to be a regression from 2024.1.2. All TM 2025.x version have this issue. [Image Removed] ...

Child Animation Blueprints Do Not Get Recompiled Correctly

UE - Gameplay - Jan 7, 2020

The child of an animation blueprint is not properly recompiled when the it's parent is compiled. Found in 4.24.1 CL#10757647 ...

Depth Fade Particles are not rendered on iOS when Mobile HDR disabled

UE - Graphics Features - May 7, 2015

Depth Fade and Fresnel inputs in a Particle's Material will result in the particle not rendering unless Mobile HDR is checked true on an iOS device. Also Reproduced in Main Promotable-CL-2535351 S ...

UnrealMatch3 backgrounds not scaling correctly

Docs - Samples - Aug 4, 2016

The backgrounds for the interactive buttons have seemingly scaled down in the 4.13 engine version. The button icon themselves seem to have been unaffected. Screenshot comparisons included ...

Log list console command shows duplicated category entries

UE - Foundation - Core - Oct 19, 2016

"log list" console command outputs log categories - a licensee reported they see duplicated category entries in 4.13. (e.g. logFileCache, logHMD, logHUD) Actually 4.11 and 4.12 had duplicated entri ...

Cloth meshes in Content Examples spinning incorrectly.

UE - Simulation - Physics - Character - Jan 25, 2017

In the Cloth level in Content Examples, the cloth meshes at display 1.6 (Self Collision) are spinning and are being lifted into the air. This isn't consistent with the same assets in //UE4/Main. ...

Particles Don't Use Velocity "In World Space" Properly

UE - Graphics Features - Mar 17, 2017

The particle system has its initial velocity and its velocity/life in world space. It is expected that the particle's orientation won't influence the particle's velocity. That isn't the case though ...

Attaching a removed Actor in Sequencer causes a crash

UE - Anim - Sequencer - Jan 6, 2020

This is a regression from 4.23.1 (CL-9631420) where Sequencer just displayed the re-attached binding in yellow text instead of crashing. The user suggests that the deleted actor should be removed fr ...