Bindless Textures do not mip stream as expected

UE - Rendering Architecture - RHI - Jan 29, 2025

Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...

DefaultToSelf on a TScriptInterface parameter does not default correctly

UE - Gameplay - Blueprint - Aug 31, 2020

This issue seems to stem from the incorrect constructor being called for TScriptInterface, so the correct Interface pointer does not get called. If you explicitly connect a reference to "Self" to ...

The constructor for the FWheelSetup struct in WheeledVehicleMovementComponent is in the .cpp file instead of the .h which can prevent projects from building if they contain a custom class deriving from WheeledVehicleMovementComponent.

UE - Simulation - Physics - Nov 19, 2014

When a code class deriving from WheeledVehicleMovementComponent is created in a Vehicle Advanced template project, the user is required to include a constructor for the FWheelSetup struct in Wheeled ...

[CrashReporter]UnrealEditor-Engine!UWorldPartition::GenerateStreaming(TArray<FString,TSizedDefaultAllocator<32> > *) [WorldPartitionStreamingGeneration.cpp:570]

UE - World Creation - Worldbuilding Tools - World Partition - May 31, 2022

Generated from CrashReporter user's comment: Everytime I press "Play" in this specific project, the program crashes ...

Translucent light grid injection behavior

UE - Graphics Features - Nov 15, 2024

Light injection into the Translucent Light Grid voxels does not use the correct location for clipping or attenuation. Both of these points are outside the voxel that is being updated. Light attenua ...

Cannot build project for Shipping when bUseLoggingInShipping is set to true for a project that uses replicated properties

UE - Foundation - Core - Mar 22, 2018

Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...

Deleting a Sync Marker created by an Animation modifier deletes all Sync Marks made by the Animation Modifier

UE - Anim - Jan 14, 2022

Using the delete key or context menu to delete a single sync marker created by an Animation Modifier deletes all sync markers created by the Animation Modifier. If all the markers are deleted, and ...

Ensure when automapping a rig to a skeletal mesh with matching bone names

OLD - Anim - Aug 16, 2016

An ensure occurs when the user uses Automapping to map a rig to a skeletal mesh that has the same names for the bones. This does not occur when the bones have different names. ...

GAS: Crash on unloading sublevel with Duration GEs and garbage collection before the duration expires

When a sublevel gets unloaded that has an actor with an AbilitySystemComponent with an active GameplayEffect with Duration, a crash occurs when the duration expires. This is due to an ASC timer dele ...

Crash on merge actor when Use specific LOD Level

UE - World Creation - Worldbuilding Tools - HLOD - Feb 26, 2018

Merge Actor crash when specifying Use specific LOD Level, and the actor has a collision component ...