Crashing when toggling maps containing Color Correct Regions

zComponent - Archive - Nov 19, 2024

When maps with Color Correct Regions are streamed into another map have their visibility toggled during runtime, it will cause a memory access violation and crash the editor. ...

Iris - incorrect initial state in pawn's BeginPlay if replicated via huge object path

UE - Networking - Iris - Feb 11, 2025

This occurs when the pawn is initially replicated using the huge object path when first connecting to a server. Destroying and restarting the client's pawn works as expected. After connecting, the c ...

Smooth Replicated Character Movement Causes Mesh Transform to be Reset to Default

UE - Gameplay - Player Movement - Nov 22, 2016

When moving a character, attempting to change the relative location of one of the character's components is causing it to remain at the default location. If you do not move the character, the locat ...

Codegen Templates for Source Effects, Submix Effects, and Synthesizers needs updating

UE - Audio - Aug 31, 2018

Code gen templates need to be updated according to changes made to the OnGenerateAudio API. ...

"REFLECTION CAPTURES NEED TO BE REBUILT" is displayed on a cooked game.

UE - Graphics Features - Lumen - Jul 29, 2020

This issue occurs when streaming levels including reflection captures are displayed with  delay. When it finishes loading assets, reflection capture textures are uploaded to the GPU. Then the leve ...

DOF aliasing on Niagara particles

UE - Rendering - Features - Oct 18, 2021

CameraRig_Rail actor does not show last index for preview mesh

zComponent - Archive - Feb 19, 2025

Do not show the last index in the preview mesh display of the CameraRig_Rail actor. The reproduction test case generates a ring of rails, but only the last index is not displayed. Recommended Cod ...

BuildData needs to be released from level when it is unloaded

Tools - Oct 28, 2016

User is not able to load a build data asset without loading the level first. This can cause issues when trying to manage Source Control with the asset. ...

Actors in TMap Blueprint Properties are not copied properly for PIE

UE - Foundation - Core - Sep 4, 2018

Actors that reside in TMap blueprint variables refer to the Editor actors not the copied UEDPIE actors (that we'd expect) when accessed in PIE. This is not the case in standalone; this only occurs f ...