Apple VoiceOver not compatible with UE

UE - Platform - Mobile - May 13, 2019

BuildPatchTool doesn't finish if enabled building Http Chunk on Mac

Portal - Jan 25, 2021

We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...

Static mesh components spawned in the UCS along a spline require lighting to be rebuilt after a map reload.

UE - Gameplay - Components - Jun 17, 2021

Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...

Changing a push model property without marking it as dirty can cause desync when the actor goes in and out of dormancy

UE - Networking - Oct 4, 2024

When the actor goes out of dormancy, it will replicate its push model property, even if it hasn't been marked as dirty. In this case, it seems the value of the property is not written to the shadow ...

Duplicate child actor created on client in editor

UE - Networking - Nov 17, 2023

This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...

Improve extra state debug box when net debug drawing

UE - Networking - Aug 28, 2024

With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...

AR Kit Env Probes are backwards

UE - Platform - XR - Apr 11, 2024

[Link Removed] Original issue shared on UDN: [Link Removed] ...

Server only network emulation settings applied to client on travel

UE - Networking - Sep 4, 2024

It looks like the "Server Only" emulation settings are being applied to the client after a travel. When doing a server travel with the TRAVEL_Relative travel type, the NextURL created in AGameModeBa ...

ConditionalBeginDestroy on ActorComponent does not unregister the component with the world nor cause a warning

UE - Framework - Components - May 6, 2025

Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...