Using CustomBrush_Landmass Brush creates an inverted pyramid on the landscape

UE - Graphics Tools - Terrain - Landscape - May 17, 2022

When using the CustomBrush_Landmass Brush, clicking the landscape should add a pyramid shape landmass but instead creates a inverted landmass. Regression tested on //UE4/Release-4.27 @ 18319896 Re ...

Navmesh doesn't work in a Packaged Build if it was placed in a Sublevel

UE - AI - Oct 19, 2018

Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...

When change sequence struct parameter, the editor crash.

UE - Anim - Sequencer - Jul 31, 2017

when change sequence struct param, the editor is carash. It occurs in the case of using "Sound Wave", but the same problem occurs when "Sound Cue" is used. Attach application log, and crash dump fil ...

Race condition in full builds of UE4 engine source

UE - Foundation - Cpp Tools - UnrealBuildTool - Sep 26, 2019

This is a race condition caused by how "Clean.bat", a batch file used during rebuilds, tries to manually rebuild the UnrealBuildTool project when it runs. This causes a spam of UnrealBuildTool build ...

[CrashReport] Mac Metal crash - FSceneRenderer::RenderDistortion()

UE - Graphics Features - Aug 29, 2017

This is a somewhat common Mac crash occurring since 4.15 and into 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. This specific callstack was previously ...

Translucent Materials and Atmospheric Fog Appear Black or Pink on Mac

UE - Graphics Features - Jan 3, 2018

I tested this on a Mac Pro in UE 4.15, 4.16, 4.17, and 4.18. As a possible workaround for the fog issue, I've discovered that setting Atmospheric Fog > Lighting > Disable Ground Scatter to "True" wi ...

Blueprint with large amount of macros crashes on compile

UE - Gameplay - Blueprint Compiler - Jan 30, 2018

Blueprint compile is crashing in a BP with a large number of macros ...

Adding a custom plugin to a code project that is in the root location of a drive will result in an error stating that the plugin was found in two locations

UE - Foundation - Cpp Tools - Plugin System - Nov 25, 2016

Creating a new custom plugin in the root location of a drive results in the project being unable to open or build. An error message appears that states that the plugin was found in two locations, an ...

Android crash a couple minutes into StrategyGame

UE - Platform - Mobile - Mar 8, 2016

This didn't occur on iOS; so far this has only been tested in StrategyGame The device this occurred on was Nexus5X_6713_Adreno 418, 6.0.1 It did not occur on: iPad Mini 4_6242, 9.2.103-08 14:12:0 ...

Foliage frustum cull based on incorrect bounds size

UE - World Creation - Worldbuilding Tools - Foliage - Aug 22, 2016

When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...