[Console Commands] - au.debug.sounds.sort priority shows all sounds as priority 1.0 when volume scaling is bypassed or sound is 2D

UE - Audio - Apr 5, 2022

The priority display does not correctly reflect the set priorities of sounds when they are not being attenuated or when Bypass Volume Scale for Priority is Enabled. If a sound is attenuated and scal ...

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

UE - AI Workflows - UI Systems - Slate - 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 ...

Custom Primitive Data is not affected in the skeletal mesh on BP instances in the editor

UE - Rendering - Architecture - Jan 22, 2026

Editing Custom Primitive Data values ​​in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport. ...

Using GeoMerge on fragments of a GeometryCollection (GC) will create a new single particle while removing the old particles, but although you end up with less particles, the disk file size of the GC uasset increases.

UE - Runtime - Deformable - Nov 26, 2024

Using GeoMerge on fragments of a GeometryCollection (GC) will create a new single particle while removing the old particles, but although you end up with less particles, the disk file size of the GC ...

Landscape leaking when using ParallelInitView 1

UE - LD & Modeling - Terrain - Landscape - Mar 27, 2018

see step ...

[CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]

UE - Gameplay - Blueprint - Jan 17, 2017

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: GEditor->GetSele ...

Buffer Visualization Overview is affected by EV

UE - Graphics Features - Mar 5, 2020

EV -0.5 [Image Removed] EV 0.0 [Image Removed] ...

[CrashReport] UE4Editor_Landscape!FLandscapeEditDataInterface::SetAlphaData() [landscapeeditinterface.cpp:2617]

UE - LD & Modeling - Terrain - Landscape - Sep 8, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...

Skeletal Meshes with imported LODs will use the highest LOD when generating Nanite, rather than LOD0

UE - Graphics Features - Nanite - Jan 14, 2025

In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...