Lighting still unbuilt in Content Examples Lighting map after building lighting and saving

UE - Graphics Features - Aug 28, 2016

Lighting needs to be rebuilt in Content Examples Lighting level every time the editor is reopened. If the user builds lighting, saves the level, closes the editor, then reopens the level, lighting ...

[CrashReport] UE4Editor_DetailCustomizations!`FBrushDetails::CustomizeDetails'::`2'::Local::OnClassPicked() [brushdetails.cpp:172]

Tools - Aug 29, 2017

This is a common crash that has occurred since at least 4.15 and affected more than 100 users. The callstack shares some similarities to [Link Removed], which was not resolved. User DescriptionsGo ...

RemoteToolChainPrivate.key permissions issue with Microsoft account Windows users

UE - Platform - Mobile - May 14, 2020

Also have attach that exact RemoteToolChainPrivate.key file Logs when attempting to launch TM-ShaderModels Error:[Remote] Using private key at C:\Users\varun\AppData\Roaming\Unreal Engine\UnrealBu ...

Switching modular control rig to FK mode breaks pose of controls that have been baked to rig

UE - Anim - Rigging - Control Rig - Sep 14, 2025

From the licensee:We have built a modular Control Rig in Unreal 5.6, and while IK to FK matching works correctly inthe rig, but we are facing an issue when applying mocap animation to the characters ...

Live: Crash when opening a blueprint who's component was edited in VS

UE - Gameplay - Blueprint - Oct 31, 2014

Added functionality to a blueprint component through code and built the project in VS. After a hot reload, I saved the blueprint and closed the editor. Reopening the editor and the blueprint cause ...

Change GetDisplayName to same behavior in all builds.

UE - Gameplay - Apr 9, 2015

Edit MattK: The display name is different when running PIE through the editor. This sort of inconsistency seems wrong. We should probably not ever be using the display name. Spaces are removed fro ...

Root Motion (RMFE) - Blend with cached pose causes inaccurate root motion

UE - Anim - Gameplay - May 28, 2015

With Root Motion From Everything enabled, a Blend node gives different results when feeding it Animation Sequences directly or when first using a Cached Pose. *Simple test project attached Two sce ...

Component in Child Blueprint Parented to Inherited Component Disappears

UE - Gameplay - Components - Mar 4, 2016

When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...

Compile failure adding BTTask_RunBehavior C++ class to project

UE - AI - Dec 22, 2016

Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...

Compute shader TAADilateVelocity crashes on macOS

UE - Platform - Apple - Oct 14, 2021

Summary A licensee recently integrated the Oceanology 5 plugin from the marketplace and it triggered a crash on macOS/Metal.Platform The licensee is running macOS Bit Sur 11.5.2 on an AMD Radeon Pro ...