CubeGrid Tool locks editor if cube size is set too small

UE - Graphics Tools - Modeling Tools - Mesh Editing - Mar 1, 2022

BlockingVolume is not working in Infinity Blade: Ice Lands once packed

Docs - Samples - May 11, 2016

BlockingVolume is not working once packaged while using the Frozen Core map from Infinity Blade: Ice Lands. BlockingVolume is working if you manually add it to Infinity Blade: Ice Lands. This has be ...

Source Control: Some Perforce operations do not use the specified P4Changelist argument

Tools - Sep 26, 2016

While the engine currently supports a P4Changelist argument when launching the editor from the command line, we are only currently using it to check out assets through FPerforceCheckOutWorker::Execu ...

Failing to compile global shaders with OpenGL4 enabled

UE - Rendering - Architecture - RHI - Oct 13, 2020

OpenGL is supported but deprecated in 4.26 OpenGL4 is deprecated, you can comment this back in to add it to your targeted RHI list If you comment this back out you can package for Linux without an i ...

Metahuman eyes black on close up with ray traced skylight.

UE - Graphics Features - Lumen - Jun 17, 2021

World-space widget components drawing at desired size won't draw any smaller than 100x100

UE - Editor - UI Systems - UMG - Apr 19, 2022

Widget components set to "draw at desired size" won't draw any smaller than 100x100. This looks to be related to the hard-coded desired size of the SPopupLayer (callstack attached). This problem did ...

AEditorFunctionalTest doesn't show up on Frontend automatically

UE - World Creation - Worldbuilding Tools - World Partition - May 9, 2022

GAS and single process PIE: modifiable static variables accessed by server and client

UE - Gameplay - Gameplay Ability System - Nov 16, 2022

See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...

Trying to view transient skeletal merged mesh crashes engine

UE - Anim - Rigging - Skeletal Editor - Mar 31, 2026

Using the Merge Meshes blueprint function within the Skeletal Merging Library. It does seem to work in that I see my merged mesh in a PIE environment, but if I double click on the transient mesh I g ...

Text Render component not showing in packaged builds

UE - Gameplay - Blueprint - Apr 1, 2015

When the user adds an actor to the scene that has text render components, the components do not show up when shown in a packaged game ...