World Origin Shifting reacts differently on positive vs. negative axis movement

UE - World Creation - Worldbuilding Tools - World Composition - Sep 23, 2015

When moving along a positive axis using world origin shifting, the value of the axis will increase and the origin will shift until it reaches a maximum value of 2147483648.000, it will transport the ...

Nanite Instanced Static Meshes lost selection outlines in UE5.5

UE - Rendering - Features - Nanite - Mar 6, 2025

Nanite ISMs lost selection outlines in UE5.5 Actors having an ISM component which uses a static mesh with nanite do not get a selection outline when selected in the editor. Having Nanite is essentia ...

Physics replicates incorrectly on the Client-Side on sloped surfaces

UE - Simulation - Physics - Jul 30, 2019

Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...

When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable

UE - Networking - Sep 25, 2018

When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable. It implies extremely high lag on each lost RPC and all following ones. User lose ...

Use Per Property Manually Overridden Texture Sizes when Merging Materials generating HLODs only creates 1024 Texture Sizes

UE - World Creation - Worldbuilding Tools - HLOD - May 3, 2017

Texture sizes incorrect and always output 1k resolution textures when creating HLOD proxy meshes and using the per property manual override for texture sizes. I have attached a screenshot which exh ...

Client PlayerState is null on joining online session

UE - Networking - Jul 31, 2015

APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...

Clients Joining a session destroy and recreate all actors in the level upon joining

UE - Networking - Apr 28, 2015

When a new client joins a server all of the actors will be replaced with new copies of themselves. This will cause things like the construction script and event begin play nodes to fire off every ti ...

[CrashReport] Assertion failed: bIsRoutingPostCompilation == false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureCompiler.cpp] [Line: 245]

UE - Texture - Jul 25, 2023

Made From CrashReporter To remain Glitter compliant logs can not be linked from Crash Reporter. Should you need logs you will have to get them from Crash Report. ...

Planar Reflections Not Behaving As Expected in Splitscreen

UE - Graphics Features - Dec 19, 2018

This occurs in //UE4/Main @ CL 4670176 Not a Regression. This is similar to https://jira.it.epicgames.net/browse/UE-59149 but when adding more player characters it seems to change the planar reflec ...

Niagara and Groom causes exception crash on Launch when using

UE - Simulation - Physics - Mar 2, 2020

Trying a Launch after every step shows that the problem occurs as soon as the GroomAssetSystem is added to Niagara. If the GroomAssetSystem is removed, the game launches fine (but the hair doesn't m ...