Bake Pose is not applied correctly when using LODSettings asset

UE - Anim - Rigging - Jul 16, 2025

The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...

Setting NavModifierVolume's AreaClass at runtime does not result in navmesh rebuilding

UE - AI - Apr 23, 2015

The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...

Large snap scaling causes meshes to scale 0

UE - Editor - Workflow Systems - Mar 3, 2016

With a large snap scale just selecting the uniform scaler will make the content scale to 0. It seems like it is far too easy for meshes to accidentally be scaled to 0 with snap scaling. Another exa ...

Duplicating a Function Containing Add Child Actor Component Causes Changes Made to the Duplicate to be Saved to the Original

UE - Gameplay - Blueprint - Nov 9, 2015

When you create a function containing an Add Child Actor Component node, duplicate that function, and then change the Child Actor Class option in the duplicate, the changes are also saved to the ori ...

Changing Static Mesh for a mesh with overridden materials should NOT reset materials

Tools - Feb 1, 2017

Sometime recently, the behavior of changing a static mesh changed. A very common operation is to want to change a mesh, while keeping material override. Here I have a sky mesh, and the material is ...

[CrashReport] UObjectBaseUtility::GetOutermost | FArchiveInvalidateTransientRefs::operator<<

UE - Gameplay - Blueprint - Sep 7, 2017

This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...

Static mesh's material slot's cast shadow does not require a build of StaticLight

UE - Graphics Features - Dec 7, 2017

If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...

Nativizing actor does not destroy component with construction script.

UE - Gameplay - Blueprint Compiler - Nov 19, 2018

Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...

Final Gather Quality Post Process setting causes severe rendering issues in the Stack-O-Bot project

UE - Graphics Features - Lumen - Feb 24, 2022

When opening the Stack-O-Bot project in 5.0 Preview 1, the project has a rendering issue where bright shimmering lights appear all around the screen. I discovered that this is due to the PostProcess ...

Crash when a nested widget is set to "Force Slow Construction Path"

UE - Editor - UI Systems - May 25, 2018

Does not occur if the root widget also disables the fast path. As a result, the current workaround is to ensure that the fast construction path is also disabled on the parent widget by making sure ...