[GPU Lightmass] bake artifact w/ two actors of same static mesh

UE - Graphics Features - Jun 22, 2022

As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...

Crash when launching a packaged project where a code class gets a reference to a Blueprint widget that contains an instance of a Blueprint struct

UE - Gameplay - Blueprint - Aug 3, 2017

A packaged project will crash on launch if a code class uses ConstructorHelpers::FClassFinder to get a reference to a Blueprint Widget that contains a Blueprint struct variable. Disabling EDL in the ...

Dirty Actors in WP lose their actor folder in the outliner (and cause warnings) on PIE

UE - World Creation - Worldbuilding Tools - World Partition - Mar 20, 2023

From Licensee: You can reproduce this in stock by doing the following:Make a new 5.1 project with a new WP map (it can be empty)Put some actors in some folders in the outliner and save them/reload ...

Restricted Gameplay Tags cannot be added

UE - Gameplay - Mar 15, 2024

The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...

The AND node always calculates all inputs

UE - Gameplay - Blueprint - Nov 5, 2015

The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...

Capsule Indirect Lighting with ILCQ Volume breaks on Skeletal Meshes when making Sublevel visible not in the current Camera Frustum

UE - Graphics Features - Apr 12, 2017

When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...

"Combine Meshes" Breaks Material Slot Assignment

Tools - Jan 18, 2017

When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...

Widget Blueprint breakpoints hit during a Tick event do not engage the debugger.

UE - Editor - UI Systems - Jun 13, 2024

The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...

Landscape Components No Longer Editable after Undoing Component Deletion

UE - LD & Modeling - Terrain - Landscape - Oct 20, 2015

When working in Manage Mode with Landscapes and deleting a component, if you undo the deletion, you can no longer modify or select the component. I did attempt to rebuild the scenes lighting and ge ...

BulkData Async loading remains in memory

UE - Foundation - Core - Oct 26, 2016

Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...