Lightmaps on Mobile Devices Appear Dirtied and Pixelated

UE - Platform - Mobile - Jun 19, 2015

Baked lighting on mobile has dirtied or pixelated lightmaps. When testing this issue I attempted to change various settings within the 'Lightmass' section and the changes made did not have much effe ...

Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor

UE - Gameplay - Jul 23, 2015

Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor. User supplied a video demonstrating the problem: [Link Removed] Test project in Pa ...

When very far out from the map origin, large static mesh is not streaming in until player is close in world partition even though it's within loading range.

UE - World Creation - Worldbuilding Tools - World Partition - May 7, 2025

Context World Partition has a distance-based level streaming system that provides a complete solution for large world management. Problem The problem is that when the player and large static mesh a ...

[CrashReport]UnrealEditor-Chaos!Chaos::TEventContainer<Chaos::FCollisionEventData>::DispatchConsumerData() [EventManager.h:214]

UE - Runtime - Simulation - Mar 14, 2022

Generated from CrashReporter Error Messages:Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array ind ...

Vulkan leaks memory when opening and closing windows

UE - Rendering - Architecture - RHI - Nov 22, 2019

As described here: https://udn.unrealengine.com/questions/532725/index.html (1) Start Prebuilt Vanilla 4.23.1. with Vulkan enabled (2) Create a new project (3) Drag and drop the Sphere from “modes ...

Instigator is no longer automatically set when spawning actors from blueprint

UE - Gameplay - Blueprint - Aug 20, 2024

Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...

Using Attach To in Construction Script Causes the Editor to Crash

UE - Gameplay - Blueprint - Nov 17, 2015

After creating a blueprint with a box trigger and a cube component, attempting to use an AttachTo (Box) node and then attaching the cube to the In Parent socket compiles without issue. However, if y ...

Does Container Match Tag Query Node doesn't find existing Gameplay Tags in Packaged Project with Nativized Blueprints

UE - Gameplay - Aug 26, 2019

When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...

Plane Constraint Normal is not Properly Reset

UE - Simulation - Physics - Jan 26, 2016

In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...

Split Pins on a referenced Macro Library will crash the editor on restart

UE - Gameplay - Blueprint - Mar 3, 2016

Split Pins on a referenced Macro Library will crash the editor on restart 2 callstacks include, one for 4.10.4 and one for 4.11 Preview 6 User Description: I got some macros in my Object Macro Li ...