iOS - Windows - Code projects fail to launch and package

UE - Platform - Mobile - Aug 1, 2016

Attempts to Launch On to or Package for iOS fail with: LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabled to build Project C:/Pr ...

SetCollisionProfileName and SetCollisionEnabled aren't working in Construction Script

UE - Simulation - Physics - Dec 5, 2019

This is a regression from 4.22.3 (CL-7053642) where this setup executed as expected. Toggling Collision Profiles in 4.23.1 (CL-9631420) and onward do not affect the Static Mesh and it acts as if it ...

Components tree is ending up with duplicate entries (same pointer added to the list view more than once), causing an assert

UE - Gameplay - Blueprint Editor - Jul 19, 2017

This is a common crash affecting users in 4.15 and 4.16. Over 200 unique users have been affected. User DescriptionsCamera Component Drag Drop Error 카메라 컴포넌트를 이벤트 그래프에 드래그 하는 도중 에러 발생 Creating a ne ...

Changing transform variable value of actor blueprint does not update child actor component using the set actor

UE - Gameplay - Blueprint - Dec 2, 2016

If an actor blueprint contains a Transform variable, setting that blueprint as the child actor component (CAC) of another blueprint / blueprint instance then updating the transform variable in the o ...

DDC corruption creates incorrect pasted topology when using Landscape Copy / Paste Tool

UE - LD & Modeling - Terrain - Landscape - Apr 3, 2017

I noticed that the copy and pasted section of the level was being painted while I was painting a nearby section of the level. This weird yellow color appeared and I undid and redid the paint to make ...

Unable to scroll in Structure property window

Tools - Nov 16, 2016

When enough variables are added to a structure to cause the list to be too long for the window, a scroll bar should appear and you should be able to scroll through them. This does not occur. Regres ...

Skeletal Meshes with imported LODs will use the highest LOD when generating Nanite, rather than LOD0

UE - Graphics Features - Nanite - Jan 14, 2025

In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...

World Partition - Deleted actors can become unloaded prior to saving

UE - World Creation - Worldbuilding Tools - World Partition - Apr 11, 2025

In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...

[CrashReport] UE4Editor-MetalRHI.dylib!FMetalRHICommandContext::RHISetShaderUniformBuffer()

UE - Graphics Features - Jul 6, 2017

This is a common Mac crash User DescriptionsEnabling Volumetric Translucent Shadow for an object with Translucent Material and Forward Shading always crashes on MacOS Sierra , Unreal 4.13 Callstac ...

Foliage LODs do not appear to use the base LODs lightmap any longer

UE - World Creation - Worldbuilding Tools - Foliage - Dec 16, 2016

LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...