SpawnActor node evaluates pure inputs twice

UE - Gameplay - Blueprint - May 9, 2017

When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...

Actor Sequence Component Not Working While Playing in Standalone

UE - Anim - Sequencer - Jun 6, 2017

When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...

Multiple Materials not assigned to Mesh on Import

UE - Editor - Content Pipeline - Import and Export - Jan 6, 2017

Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...

[CrashReport] UE4Editor_Kismet!FBlueprintGraphArgumentLayout::OnArgNameChange()

UE - Gameplay - Blueprint Editor - Jul 19, 2017

This is a common crash affecting users in 4.16 and has been occurring since at least 4.14 affecting more than 300 unique users. User Descriptionsi made a macro called IsolateYaw and set the input t ...

Foliage experiences odd culling when world origin is changed

UE - Graphics Features - Sep 13, 2017

There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...

Unable to select foliage by left clicking after 1.5 k foliage meshes placed

UE - World Creation - Worldbuilding Tools - Foliage - Aug 28, 2017

When using the foliage tool, once the mesh count reaches around 1.5k and higher you will be unable to select individual meshes by using the mouse. The lasso tool and the select all tool work as inte ...

When using 'r.VT.SplitPhysicalPoolSize 64' with nanite meshes, mesh painting does not update in real time (only updates after stroke finished), duplicates mesh painting across separate instances of a mesh, and sometimes doesn't show up in PIE.

UE - Rendering Architecture - Mar 3, 2025

When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...

Rendering of a Text Widget with Outline does not track LayerId correctly

UE - Editor - UI Systems - May 27, 2025

Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...

Physics Asset details window jitters when shrunk.

Tools - Sep 29, 2014

Branch Build Label UE4-Main Promoted-CL- 2306964 DESCRIPTION: When using the vehicle template and having any wheel selected inside the physics asset, shrinking the size of the details window ca ...

[CrashReport] Assertion failed: !bRequireNormalization - UE4Editor_Landscape!ULandscapeComponent::ReplaceLayer()

UE - LD & Modeling - Terrain - Landscape - Jul 19, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.14. Over 200 unique users have been affected, though they have provided little information. User DescriptionsI am a ...