Fbx Importer crash if answering no to the incompatible skeleton dialog

Tools - Apr 11, 2017

Quote from the licensee (FbxSkeletalMeshImport.cpp inside "// merge bones to the selected skeleton"): this happens because in UnFbx::FFbxImporter::SetupAnimationDataFromMesh, the function FindFBXMe ...

Cascade drag and drop and scaling changes based on docked location with high DPI

UE - Niagara - May 11, 2018

Scaling for Cascade changes when different particle effects become docked or un-docked to different windows. Drag and drop functionality is also skewed, as the module moves further than your mouse d ...

Flickering / Color Shift in Right eye with Cascade Particle + Instanced Stereo

UE - Niagara - May 13, 2019

Flickering or shifted color will be seen in the Right Eye. User reports that moving the nodes from the material function to the base graph resolves the issue. Confirmed in 4.23 MAIN branch @ CL 6 ...

incorrect virtual texture shader code(in FinalizeVirtualTextureFeedback) on Mobile forward platform

UE - Graphics Features - Mar 15, 2021

in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...

MoviePipeline: Can't inherit from UMoviePipelineSetting in BP due to PURE_VIRTUAL

UE - Anim - Sequencer - Oct 28, 2021

IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...

UAssetDefinition doesn't allow overriding actions from base classes

UE - Editor - Jun 24, 2024

In the new implementation UAssetDefinition to define the actions for asset we found that it isn't possible to delete or hide actions from parent classes due to the ToolMenu system works with delegat ...

ConditionalBeginDestroy on ActorComponent does not unregister the component with the world nor cause a warning

UE - Framework - Components - May 6, 2025

Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...

EnableGDT does not work correctly in PIE

UE - AI - Jul 13, 2015

The console command "EnableGDT" will bring up the GDT menu, however no information will be updated. The screen gains the menus for GDT however no functionality seems to exist. Workaround: press ' ...

Mouse cursor appears outside of viewport while in PIE if UE4 and UDK are both open

Tools - Jan 15, 2015

Mouse appears outside of viewport window when cursor is dragged off of editor window while UDK is open. This occurs even if UDk is minimized. Note: Cursor will appear outside of editor window but a ...

AHUD::DrawMaterialSimple does not render on ANdroid device when MobileHDR is disabled

UE - Platform - Mobile - Oct 23, 2015

After cooking, If user installs same project which contains drawing material via DrawTile function in HUD, is not displayed in es2, with MobileHDR off (verified on android device) DrawTile script i ...