HTML5 project does not load using itch.io

UE - Platform - Mobile - Apr 25, 2016

HTML5 projects are not loading properly on itch.io, this may be occurring on other HTML5 upload websites. Adding https into the myproject.html does not seem to make a difference, as Kafu has recomme ...

MapsToCook is not relative and is ignored if the project's directory is moved

UE - Foundation - Core - Cooker - Mar 3, 2016

If the MapsToCook is set in the editor using the "List of maps to include in a packaged build" and the project's directory is moved, the list is no longer valid as it was pointing to the specific fi ...

Flickering When adding a moving texture to the stereo layer and holding the teleport button in the VR template

UE - Platform - XR - Jun 1, 2017

Flickering When adding a moving texture to the stereo layer and holding the teleport button in the VR template. An additional note, is that the FPS appears to shoot up above 90 (up to around 120+ fp ...

[AI] Automatically generated navlinks do not contain the poly flag for being a navlink.

UE - AI - Navigation - Jul 16, 2025

Automatically generated navlinks are failing to be detected by FNavMeshNodeFlags::IsNavLink. The area flag assigned to the navlink end points is not including the NavLinkFlag. ...

Selecting Public/Private when created a class forces any classes added after to either be Public/Private as well

Tools - Mar 22, 2016

In the New C++ Class window when naming the project, if Public or Private are selected (next to runtime) all classes created after that point will assume Public/Private with no option to have neithe ...

TMap property on AnimNode causes memory corruption

OLD - Anim - Jan 10, 2020

FastPath can't handle TMap (maybe any other container type too) in AnimGraph causes this crash. FastPath copies TMap property to the AnimNode member property directly like MemCopy. So two properties ...

Tile Streamed in Temporarily has Stepping on Landscape

UE - Graphics Tools - Terrain - Landscape - Aug 28, 2020

This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...

When using All Nearby Spawned Actors, the number of recorded animation frames is not enough.

UE - Anim - Sequencer - Jul 21, 2021

The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...

Duplicate Physics replication call in PhysScene_PhysX.cpp

UE - Simulation - Physics - Nov 27, 2018

There is a duplicated block of physics replication code in PhysScene_PhysX.cpp  https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...

Invalid Landscape Normals at component boundaries and subsections In Packaged Build

UE - Graphics Tools - Terrain - Oct 31, 2025

In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...