DAE Import - Missing geometry in imported .dae model from Cabinet Vision

TM - Interoperability - Mar 27, 2025

Reported in SF [Link Removed] Client created a ,dae file in Cabinet Vision. When imported into TM, geometry will be missing, such as the walls and parts of the cabinets. Tested and occurs in TM 20 ...

LevelSequenceActor transform offset for Sequencer lost on value changed

zComponent - Archive - Nov 17, 2025

Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...

Unexpected Collision Response When Nesting Primitive Components with auto-weld enabled and physics disabled on children. The root primitive falls through floor even though it is set to block all.

UE - Runtime - Simulation - May 27, 2025

Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...

Importing a Mesh with a Translucent Material from Max or Maya ignores opacity

Tools - May 22, 2015

When you import a Mesh with the import Materials / Import Textures checked ture from Max or Maya that has Opacity or an Opacity Mask set up on the model's material, the opacity settings and ignored ...

Upgrading to from 4.6 to 4.7 can cause assets to not be fully loaded in

UE - Gameplay - Blueprint - Mar 8, 2015

A user has upgraded their project from 4.6.1 to 4.7.2 and now one of their assets is partially loaded. After a bit of digging I found an error in the event graph of the ShadowHerosHUD. The nodes are ...

FBXImportAsset Data is lost on project restart when changing any Build Settings

UE - Editor - Content Pipeline - Import and Export - Jul 27, 2015

After importing a Static Mesh, if you alter any build settings and apply changes, on the next opening of the Project you will not be able to reimport the asset changed. You will have to retarget th ...

Construction script not updating HISM array count

UE - Gameplay - Blueprint - Mar 27, 2017

Construction script not updating HISM array count, even when new elements are adding inside of the level. Regression: Issue occurs in 4.15.1 of the binary build Using the same repro steps provid ...

Crash When Using Kill Box/Kill Height With Ribbon Emitter

UE - Niagara - Mar 29, 2017

Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...

Black artifacts when navigating viewport

UE - Graphics Features - Apr 18, 2017

When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...

Incorrect values from NAND node with 3 inputs

UE - Gameplay - Blueprint - May 2, 2017

The values printed from the nand boolean node display incorrect values for the specific set-ups with 3 inputs that are in the repro steps. The node works as intended with 2 inputs, and with some of ...