Project no longer builds when .cc file is included in the project

UE - Foundation - Cpp Tools - Jan 15, 2019

Including files with a .cc extension instead of .cpp in a code project used to build fine in Visual Studio. This is no longer the case in 4.21.2. The error message that results indicates that only C ...

Sublevels Move To New Subfolders Automatically When New Ones Are Made

Tools - Mar 11, 2020

When adding a new subfolder in the Levels window all the sublevels in that parent folder move to the new sublevel. Currently you have to create all the sub folders then move the sublevels to keep th ...

All console variables overridden in Movie Render Queue are set to 0 after the render queue runs

UE - Anim - Sequencer - Aug 4, 2020

All console variables overridden in Movie Render Queue are set to 0 after the render queue runs. It's because all cached previous console variables are reset to 0 just before they are written back ...

[MetaSound][Editor] - The base submix toggle is ignored when previewing sounds on the MetaSound graph

UE - Audio - MetaSounds - Apr 1, 2022

The Enable Base Submix toggle is ignored in the MetaSounds graph.  If the sound is added to a level, it behaves as expected.  The Enable Submix Sends toggle works as expected. ...

[Waveform Editor] - If a Sound Wave is trimmed or a transformation is added or removed while paused, play needs to be pressed twice to start the sound again

UE - Audio - WaveformEditor Plugin - Oct 6, 2022

From [Link Removed] "There is still a bug happening with editing transformations on pause. If you play, then pause, and then edit a transformation, you have to press play twice to resume play (whic ...

Slow while replacing actor in large open world

UE - DEET - EditorPerformance - Nov 8, 2022

Licensee: "Content creators from my team have reported that when they replace actors in an open world it can take more than 10 seconds. This is with several thousand actors loaded in the world. On m ...

MoviePipeline: HighRes Tiling feature crashes at high resolutions

UE - Anim - Sequencer - MRQ - Jan 4, 2023

If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...

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 ...