CachedLocalBounds is incorrectly updated

UE - Anim - Gameplay - Apr 19, 2019

USkeletalMeshComponent::CalcBounds updates CachedLocalBounds by transforming the world FBoxSphereBounds, by the WorldToLocal transform, which is not sufficient to calculate the bounds in local space ...

Animation import with "Force Front X Axis" is broken until a re-import

UE - Editor - Content Pipeline - Import and Export - Apr 24, 2019

[CrashReport] Assertion failed: TaskDataArray.Num() == Exporter->VolumetricLightmapTaskGuids.Num()

UE - Graphics Features - Lumen - Oct 2, 2017

This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...

IPhonePackger re-signs app with old signature format that makes users get the warning popup on iOS

UE - Platform - Mobile - Jan 27, 2021

Apple forces developers to code sign an app using the latest code signature format and IPP needs to support it. a related link: [Link Removed] ...

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 ...

SingleLayerWater is rendering brighter shallow water with fog

UE - Graphics Features - Jul 12, 2021

Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...

Crash: Corrupt asset/map data is no longer correctly detected and handled

UE - Foundation - Core - Oct 27, 2016

Corrupted data was previously handled gracefully without crashing, but in 4x14 the same data crashes the editor. ...

Moving RecastNavMesh in the level and then toggling Display settings causes the navmesh to move in the level

UE - AI - Apr 2, 2018

If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...

Niagara Simulation Stage + DynamicMaterialParameters crash

UE - Niagara - Feb 6, 2021

deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...

Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances

UE - LD & Modeling - Terrain - Landscape - Oct 24, 2016

Disabling the 'Use Landscape Lightmap' when using procedural foliage, will skew the placed instanced meshes. Regression? Yes, this issue did not occur in the 4.13.1 release. ...