Culling Distances Not Working For Static Mesh in Procedural Content Generation Tool and Foliage Tool

UE - World Creation - Procedural Tools - Mar 28, 2025

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...

Spawning a poseable actor with delay crashes

OLD - Anim - Apr 5, 2019

Spawning a poseable actor with a delay causes the Editor to crash. ...

Editor crashes on Mac when launching with the command -MacExplicitRenderer=0

UE - Graphics Features - Jan 19, 2017

Trying to launch the editor with the command -MacExplicitRenderer=0 causes a crash. At the time of the crash, the following line appears in the log:LogMac:Error: appError called: Assertion failed: A ...

Create Session does not work in a packaged game from any project that has used C++

UE - Networking - Dec 28, 2015

After adding C++ to a content-only project, Create Session no longer works in a packaged game. The following warning appears in the log: LogScript:Warning: CreateSession - Invalid or uninitialized ...

Framerate drops when using SceneCaptureComponents with a RenderTarget in VR

UE - Platform - XR - May 14, 2018

Using SceneCapture in packaged VR projects causes poor performance. Also observed with SceneCaptureCube Does not occur in 4.18 ...

Arrays of user-defined structs are not initialized properly in a nativized Blueprint class.

UE - Gameplay - Blueprint - Feb 28, 2018

New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...

[CrashReport] UE4Editor_MovieScene!FMovieSceneEvaluationTrack::EvaluateStatic() [moviesceneevaluationtrack.cpp:445]

UE - Anim - Sequencer - Apr 11, 2018

No comments from users in crash group 442 void FMovieSceneEvaluationTrack::EvaluateStatic(FMovieSceneSegmentIdentifier SegmentID, const FMovieSceneEvaluationOperand& Operand, FMovieSceneConte ...

Physics Constraint Actor: When plasticity is enabled, Drive Position Target is reset to zero on constraint initialization

UE - Runtime - Simulation - Mar 5, 2026

When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...

Mobile Previewer: Safe Zone Invalid Until Window Resize

UE - Platform - Mobile - Jul 12, 2021

When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...

Using dynamic bindings in a code class will result in the bindings becoming a permanent part of any Blueprint created from that class if a hot reload is performed.

UE - Foundation - Core - Mar 26, 2015

If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...