VirtualHeightfieldMesh shadow issues

UE - Rendering - Architecture - Apr 19, 2022

A UDN reported ensure being encountered with VirtualHeightFieldMesh rendering on UE5. Those ensures remain an issue on 5.1 (UE5/Main) as of CL 19779838. [Link Removed] Attempting to repro on PC, th ...

Niagara user parameters out of sync between the Sequencer and the Details panel

UE - Rendering - Architecture - Niagara - Feb 13, 2024

User Parameters on Niagara actors do not sync in the details panel when animated with Sequencer. Scrubbing in sequencer does not update the details panel. ...

Guid reference warnings when using the Take Recorde

zComponent - Archive - May 14, 2024

When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...

Different CRC32 Results for Repeated Hashing of UStaticMesh

UE - Core - Systems - Jul 15, 2024

1. Download the Licensee repro, compile, and open:https://udn.unrealengine.com/s/contentdocument/069QP00000CdN7WYAV 2. Press the first hatched button on the top bar, next to the Platforms dropdown. ...

Nanite mesh polygons disappearing when using masked opacity with vertex color in 5.4

UE - Rendering - Features - Nanite - Jul 24, 2024

In 5.4.3, a nanite enabled mesh with a material that takes its vertex color (R) and uses it as the opacity mask output in a masked blend mode material, causes the mesh to have disappearing polygons ...

A crash occurs inside the Unreal Editor when we change the Spline Point type of a spline point, and we subsequently select another spline point

UE - Editor - Jul 22, 2024

In versión 5.4, a crash has been found when using splines inside the LevelViewport. This crash occurs when we change the Spline Point Type of a spline point, and subsequently we select another splin ...

Open Formats: FBX Reimport - Reimport settings for FBX not getting stored

UE - VEI - Open File Formats - Oct 16, 2026

FBX assets originally imported in 5.7 lose their "Combine Static Meshes" import setting when reimported in 5.8. In 5.8 "Combine Static Meshes" was changed from a bool to 3-way enum, and the old bool ...

Standalone window played from editor hits assert Index >= 0 in UObjectArray

UE - Gameplay - Blueprint - Sep 23, 2016

Standalone window in editor will hit assert in a bit of time. Issue doesn't happen is playing standalone via Visual Studio. ...

Deleting static mesh that is used by foliage tool in content browser then selecting foliage window crashes editor

UE - World Creation - Worldbuilding Tools - Foliage - May 11, 2015

If a static mesh is being used by the foliage tool and then deleted in the content browser, the foliage tool will retain a copy of the object and crash the editor if the foliage window is selected a ...