Editor reports crashes and terminates for exceptions that would otherwise be cleared by structured exception handlers

UE - Foundation - Core - CrashReportClient - Jun 8, 2020

In 4.25.1, I added a vectored exception handler to capture unhandled exceptions to the Editor process. This handler runs too soon. It doesn't let the structured exception handlers run first where ma ...

.mp4s cannot be played in default projects in UE5.

UE - Media Framework - Apr 6, 2022

In UE4 (using DX11), WmfMedia was able to play .mp4 files by default. However, WmfMedia doesn't support playing .mp4s in DX12, which is what is used in UE5. Electra can handle playing .mp4s in UE5, ...

Merge Actors Tool Simplifies Nanite Meshes

UE - World Creation - Worldbuilding Tools - Merge Actor - May 19, 2023

Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...

Color shifting occurs from screen probe gather ping-pong when Lumen active

UE - Graphics Features - Lumen - Apr 29, 2024

A subtle yellow tint color shift occurs when Lumen is active due to usage of R11G11B10_Float targets, mostly from r.Lumen.ScreenProbeGather.SpatialFilterProbes where we ping-pong between R11G11B10_F ...

Make warning about using collision and 'components space' in RigidBody node more visible

UE - Simulation - Physics - Feb 1, 2017

In the RigidBody anim node, if the user enables collision while Component Space Simulation is enabled, there will be warnings in the output log saying:Warning Trying to use world collision with comp ...

When importing multiple meshes at once and change the Uniform Scale meshes import at different sizes

UE - Editor - Content Pipeline - Import and Export - Sep 21, 2017

When a large quantity (about 50 in this case) are imported simultaneously, and the Import Uniform Scale is changed to any other number besides 1, random meshes differ in size. This happens regardles ...

GPU Lightmass ignores IES Profiles on Static Lights while building lighting

UE - Graphics Features - Jun 8, 2022

This is a regression tested in //UE4/Release-4.27 CL#18319896 GPU Lightmass ignores IES Profiles on Static Lights while building lighting. Tested with different Global Illumination and Reflection s ...

Runtime Virtual Texture rendering can allocate more FRDGBuffers than expected

UE - Rendering Architecture - Dec 10, 2024

When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...

[CrashReport] UE4Editor_CoreUObject!FUObjectArray::AllocateSerialNumber() [uobjectarray.cpp:307]

UE - Editor - Content Pipeline - Import and Export - Sep 20, 2017

This is a somewhat common crash in 4.17. Users have not provided any descriptions of their actions when the crash occurred. Source Context 304 int32 FUObjectArray::AllocateSerialNumber(in ...

Enum with "MAX" element at other than the last element removes user defined last element

UE - Foundation - Core - Oct 18, 2019

FNativeClassHeaderGenerator::ExportEnum produces this behavior. If an enum has “MAX” somewhere in the array, it removes last element. I tested my code to fix the issue.// code placeholder bool UE ...