Static/stationary child actor components are invisible and/or move position when placed inside a dynamically loaded level

UE - Framework - Components - Oct 31, 2024

When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...

Make literal container nodes (e.g. MakeArray) do not cast object ref output terms linked to interface-typed input pins.

UE - Framework - Blueprint - Jan 28, 2023

As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...

[CrashReport] UE4Editor_Engine!FPhysScene::SyncComponentsToBodies_AssumesLocked() [physscene.cpp:1271]

UE - Simulation - Physics - Dec 1, 2017

This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...

Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

[CrashReport] UE4Editor_Renderer!FBatchingSPDI::DrawMesh() [primitivesceneinfo.cpp:47]

UE - Graphics Features - Jan 3, 2017

Error message: Assertion failed: Mesh.VertexFactory->IsInitialized() [Link Removed] [Line: 45] Source Context: 32 // Keep a reference to the hit proxy from the FPrimitiveSceneInfo, to ensu ...

MaterialTextureScale calculated incorrectly for materials with WorldPositionOffset

UE - Rendering Architecture - Materials - Apr 16, 2024

When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...

Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor

UE - Gameplay - Blueprint - Jun 17, 2016

Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...

[CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::operator=() [weakobjectptr.cpp:28]

UE - Anim - Sequencer - Nov 3, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...

Unable to add/compile code for Automation Test

UE - Automation Test - May 22, 2017

When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...

Each adding a static mesh not containing any collision data keeps increasing PhysX memory

UE - Simulation - Physics - Apr 19, 2021

If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...