FBX Import for Skeletal Meshes normals not correct

UE - Graphics Features - Jan 12, 2016

When importing a mesh as skeletal mesh and using any of the MikkTSpace or option to "Import Normals and Tangents" will cause the normals to import incorrectly. If using the Compute Normals or Import ...

Displaying Revision control history for a file ending in an "undo" of a revision can cause a crash

UE - Editor - Workflow Systems - Jun 18, 2024

This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...

Adjusting color picker value for color structs within a structure crashes editor

UE - Gameplay - Blueprint - Aug 1, 2016

Attempting to adjust the value of a color struct via the color picker in structures crashes the editor. Frequency: 3/3 CrashReporter: [Link Removed] Regression (Yes) issue (does not) occur in 4. ...

Memory Leak When Hovering Over a Folder Containing Blueprints

UE - Editor - Content Pipeline - Content Browser - Jun 7, 2016

Hovering the mouse cursor inside a Content Browser folder that contains blueprints causes the memory usage to steadily increase. This only seems to occur with blueprint assets in the folder. A use ...

Foliage instances are not included when exporting a scene to FBX

UE - World Creation - Worldbuilding Tools - Foliage - Aug 4, 2016

When exporting Foliage instances to FBX the FBX will not contain any of the foliage instances, but will include any other static or movable geometry. This is a regression. This worked in 4.11.2 but ...

[CrashReport] UE4Editor_BlueprintGraph!BlueprintActionFilterImpl::IsEventUnimplementable() [blueprintactionfilter.cpp:588]

UE - Gameplay - Blueprint - Jun 1, 2016

This crash has been reported through the 4.12 Previews and is continuing to occur in the 4.12.0 release. Additional information about this crash is not available at this time, however it may be the ...

ModularGameplay and other runtime plugins have wrong LoadingPhase

UE - Gameplay - Jun 30, 2022

Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...

UV Flipping Mode Causes Stretching of Particles

UE - Niagara - Nov 17, 2017

If "UVFlipping Mode" under Rendering on the Required node of an emitter is set to anything other than "None," the particles can become stretched and distorted. As a workaround, I have discovered th ...

Crash When Assigning a Static Mesh to the "Sample Static Mesh" Module

UE - Niagara - Jun 28, 2018

When assigning a static mesh to the "Sample Static Mesh" module, the engine will crash as soon as you select a mesh and click "Fix Now". If the mesh already has CPU access enabled it will crash as s ...

Edits of node properties that are not stored on pins do not diff correctly

UE - Gameplay - Blueprint Editor - Oct 2, 2015

Currently details changes to the following are not noticed by the Diff tool when diffing AnimBPs:State Machines (i.e. Max transitions per frame)Transition rulesConduitsStates This also affects non- ...