NavMesh debug material color is changed by lighting with high lux values.

UE - AI - Debugging - May 23, 2024

There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...

[AI] Navmesh tiles on different layers get removed while streaming out in WP Dynamic Modifiers Only navmesh

UE - AI - Navigation - Feb 6, 2025

 Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...

Rect light LTC textures fail to load when cooking with bSharedLinearTextureEncoding enabled

UE - Texture - Apr 2, 2025

When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...

Setting scale to 0 in any direction breaks overlap events

UE - Simulation - Physics - May 26, 2015

When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...

Navmesh does not update properly on loaded BSP

UE - AI - Oct 20, 2014

If a user removes a wall or box from the top down project base level, the navmesh will not update appropriately, creating a wall that the user will not be able to pass on PIE. Additional Note: Thi ...

[MAC][OPENGL][METAL]: Investigate why planar reflections on translucent surfaces may not be working

Tools - Jun 29, 2015

See Comments. User reported planar reflections aren't being applied to translucent materials on Mac OpenGL, which may also affect Linux OpenGL and Mac Metal. Need to investigate what this feature r ...

Duplicating a Timeline from the MyBlueprint tab creates a Timeline variable with no actual Timeline which cannot be renamed

UE - Gameplay - Blueprint - Jan 10, 2015

Duplicating a Timeline from the MyBlueprint tab (instead of duplicating it in the Graph) creates a Timeline variable with no actual Timeline to edit. It is only possible to Set or Get this variable. ...

Duplicating a level duplicates any Child Actor components of Blueprint Actors in the original level

UE - Gameplay - Aug 6, 2015

Duplicating a level duplicates any Child Actor components of Blueprint Actors in the original level. Reproduced in 4.8.3 binary and Main (//depot/UE4/Promotable-CL-2635815) ...

Linux Slate Dialogs tga files do not have an image icon

UE - Platform - Linux - Jan 8, 2016

TGA files do not have an image icon like the JPG files do in the Slate Dialogs in Linux. ...

Procedural Mesh generated on BeginPlay does not collide with sweep actors in a packaged game

UE - Gameplay - Nov 10, 2016

If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...