LODGroup in Static Mesh not properly set when cancelling confirmation

Tools - Jul 8, 2015

LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...

Gradual drop in Performance on Windows 10 projects after Toggling Fullscreen

Tools - Nov 30, 2015

It seems that when working in any project on a Windows 10 machine, there is a gradual rise in frames per second and a consistent drop in performance. The user reporting this issue claims his frame ...

Same-named variables of other classes listed as references in blueprint

UE - Gameplay - Blueprint - Aug 14, 2015

If a variable in a blueprint is the same name as a referenced variable from another blueprint, using "find references" on the local variable will return references to both the local and the external ...

tvOS is missing prebuilt ssl libraries

UE - Platform - Apple - Apr 4, 2024

tvOS should include the libssl.a libs as part of the install build. ...

Detail Customizations don't work with editinline

Tools - Nov 25, 2015

Using the EditAnywhere specifier for a UPROPERTY results in some options not being visible in the editor that are visible when using VisibleAnywhere. ...

editor crashes when variable inside of a struct is set to a class type then the object is moved to a new folder

UE - Gameplay - Blueprint - Mar 17, 2015

If a struct has a variable set to a class type, then the object of that class type is moved to a new folder in the editor, the struct will replace the class type with "class", which causes the edito ...

Crashes upon project start up

Tools - Feb 10, 2015

Crash Report: [Link Removed] After downloading latest revision, user is no longer able to open project due to constant crash. ...

Preview Rendering Levels are not saved when Opening Level/Project

UE - Graphics Features - Jan 27, 2017

When switching the preview rendering level to any of the mobile shader models and opening a new level, the preview rendering level does not get reapplied to that particular level. This is contrary t ...

Collision filtering issue when multiple shapes on an actor

UE - Simulation - Physics - Jul 22, 2022

Collision filtering is producing unexpected results in certain setup. Objects are passing through one another when they are expected to collide. ...

Avoidance Groups Not Being Properly Set

UE - AI - Jun 29, 2016

Setting the avoidance group using the Set Avoidance Group node does not set the value of the group selected to true inside of the Avoidance Group struct. ...