Merge Actor Tool missing option to deselect Export Specific LOD

UE - World Creation - Worldbuilding Tools - HLOD - Jul 12, 2016

In the new non-experimental version of the Merge Actors tool there is no option to disable "Export Specific LOD". In 4.11 when this was disabled it would merge the actors with their respective LODs ...

Function input Bool loses checked value when updating from 4.16 to 4.17

UE - Gameplay - Blueprint Editor - Oct 17, 2017

Licensee reported that when updating from 4.16.1 to 4.17.2 the value of a function input Boolean is being reset. It is checked as True in 4.16, but when switching to 4.17, it is no longer checked. ( ...

Converting BSP to static mesh on Linux causes the editor to crash

UE - Platform - Linux - Mar 11, 2016

Converting a BSP to a static mesh will freeze and crash the editor when done on Linux. Windows does not exhibit the same conversion crash. ...

Changing the value of a text struct variable inside a duplicated function that contains a Make Struct node will reset that value in the original function

UE - Gameplay - Blueprint - Mar 11, 2015

Changing the value of a text struct variable inside a duplicated function that contains a Make Struct node will reset that value in the original function. This does not appear to occur with other va ...

[CrashReport] UE4Editor_Kismet!FBlueprintGraphArgumentLayout::OnArgNameChange()

UE - Gameplay - Blueprint Editor - Jul 19, 2017

This is a common crash affecting users in 4.16 and has been occurring since at least 4.14 affecting more than 300 unique users. User Descriptionsi made a macro called IsolateYaw and set the input t ...

UConsole HistoryBuffer no longer writing to disk in packaged builds

UE - CoreTech - Sep 7, 2023

We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...

Widget Flickering Observed in RetainerBox with Incorrect LayerId

UE - Editor - UI Systems - UMG - Nov 19, 2024

Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...

Lightmass GI doesn't work with Material-based color changes

UE - Graphics Features - Sep 4, 2015

A licensee is having trouble getting the visual results they want because Lightmass doesn't seem to handle color changes from materials. They are seeing this in 2 cases: (See attached images and tes ...

Request for 'Switch on Int' nodes to throw a warning or auto refresh if an execute pin is removed

UE - Gameplay - Blueprint - Nov 17, 2016

Request for 'Switch on Int' nodes to throw a warning or auto refresh if an execute pin is removed. For example: If the 0 pin is deleted, users may not realize the pins will reset back to (0,1,2,3,e ...

Get World Delta Seconds Not Pausing When Hitting a Breakpoint

UE - Gameplay - Blueprint - Feb 11, 2016

When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...