Struct Default Values not registering in user generated structs

UE - Gameplay - Blueprint - Jun 15, 2016

Arrays of structs do not register default values when the array is resized. Regression (no) issue (does) occur in 4.11.2 ...

GPU crash when using RVT BaseColor/Normal/Roughness format

UE - Rendering Architecture - May 24, 2023

When using an RVT with BaseColor/Normal/Roughness format on DX12 with a GPU that supports Tier2, a GPU crash may be seen. ...

skeletal mesh cannot use async scene

UE - Simulation - Physics - Dec 15, 2016

Since the option to use Async Scene with Mesh and CapsuleComponent appears under "Physics" in the Details Panel of a skeletal mesh, the ability to select these options is expected. Currently both bo ...

World Origin Shifting Rendering Desync On Play

UE - World Creation - Worldbuilding Tools - World Composition - Jan 27, 2020

Warning in Net.PacketNotify Test

UE - Networking - Jan 27, 2021

Warning when running the packet notify test, regarding missed acks. ...

Incorrect collision of merged actor that was merged from a Spline Mesh Component

UE - Simulation - Physics - Apr 10, 2017

Incorrect collision of merged actor that was merged from a Spline Mesh Component Licensee description: We often use spline mesh blueprints to generate organic art for us, like roots, trees, and r ...

Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)

UE - Platform - Mobile - Feb 15, 2017

This crash will only occur when this criteria is met.You have enabled custom depth with stencils in the project settingsA mesh in the scene is rendering to custom depth with a stencil value of 1The ...

Doing a Rebuild in Visual Studio fails to compile

UE - Foundation - Cpp Tools - UnrealBuildTool - Apr 19, 2016

Attempting to use the Rebuild option in Visual Studio will fail to build the project. It instead produces a message that "Epic was unexpected". ...

Actor attached to other actor in LevelInstance has very large bounds

UE - World Creation - Worldbuilding Tools - Level Instances - May 26, 2023

Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is:  void FL ...