BlackmagicMediaSource causes a memory leak if "Just-In-Time Rendering" option is ON.

UE - Virtual Production - IO - Media - Oct 31, 2023

Since 5.3, BlackmagicMediaSource causes a memory leak. This didn't happen on 5.2. You can see the leak on PIE. [Image Removed] [Image Removed] If "Just-In-Time Rendering" option in the MediaB ...

Moving an InstancedStaticMesh will not move meshes collision

UE - Simulation - Physics - Apr 10, 2015

Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...

Expose to Matinee requires variable to be "editable" for it is usable in Sequencer/Matinee

UE - Anim - Sequencer - Jun 15, 2016

Expose to Matinee requires variable to be "editable" as well. If this is expected, can we have "Editable" be enabled when you enable "Expose to Matinee"? ...

LIVE: Variables of type UserDefinedStruct that are not compiled when a project is closed will not be visible when the project is reopened

UE - Gameplay - Blueprint - Nov 18, 2014

If a variable of type UserDefinedStruct is created in a Blueprint and the project is closed before the Blueprint is compiled, upon reopening the project that variable will not be visible in the My B ...

UMG Textblock with no font drops FPS by ~30

UE - Editor - UI Systems - Feb 21, 2015

FPS drops in PIE when a widget is called that has text with no font selected. ...

Undo Delete Subcomponent/Child Actor of Blueprint while Playing Causes Crash

UE - Gameplay - Blueprint - Mar 12, 2015

The title pretty much explains it all. When creating a blueprint and using a subcomponent or child within that blueprint, deleting the child actor, and then undoing while in play, causes crash. ...

OnComponentEndOverlap and GetOverlappingActors are not in sync

UE - Gameplay - Dec 23, 2014

GetOverlappingActors will return a value when used immediately after OnComponentEndOverlap. Putting a delay after the OnComponentEndOverlap call will result in GetOverlappingActors to return null, s ...

A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone

UE - Gameplay - Blueprint - Sep 9, 2015

A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...

uv scale of materials on hollow BSP does not persist after building geometry

UE - LD & Modeling - Modeling Tools - BSP - Mar 5, 2015

When creating a level with BSPs UV settings that are applied do not persist after building. Regression: Yes Working: CL-2386410 Broken: CL-2467323 ...

The Ability to Import Compatible Assets While Maintaining Original Folder Structure No Longer Functioning

UE - Editor - Content Pipeline - Import and Export - Jun 17, 2016

Before UE4.12 A user could drag a folder and its sub-directories from the Finder in Windows into the Content Browser and it would keep the folder structures. Now, doing the same results in the asset ...