Getting Fullscreen or Windowed Resolutions doesn't fully execute on Linux

UE - Rendering Architecture - RHI - Oct 28, 2019

When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux.  In Engine ...

Using Snap Rotation displays the Rotation wrong (or calculates the Rotation wrong and losses precision) when the Y rotation axis is 90 degrees

UE - LD & Modeling - Modeling Tools - BSP - Nov 7, 2019

Although the Details Panel shows the degrees wrong, the object seems to have done it's rotation correctly but not in the right degrees. It will rotate to the position specified but it goes the wrong ...

Constraint to kinematic root body prevents skeletal mesh from sleeping

UE - Simulation - Physics - Mar 5, 2019

Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...

Unable to run UE4Editor using the -SM4 commandline argument

UE - Graphics Features - Nov 16, 2018

Attempting to run the UE4 Editor using SM4 causes an error to popup stating that "A Feature Level 5 video card is required to run to Editor. AvailableFeatureLevel = SM4, ShaderPlatform = PCD3D_SM4" ...

Using xcode-select to switch between Xcode 10 and Xcode 11 beta can cause Xcode 11 to be unrecognized by the editor

UE - Platform - Apple - Jul 16, 2019

After switching from Xcode 11.0 Beta 3 (11M362v) to Xcode 10 (10A255) and then back to Xcode 11, the editor no longer recognized that Xcode was installed on my machine when trying to use Xcode 11 as ...

Incorrect Velocity Calculation at Animation Sequence Transitions in Level Sequence

UE - Anim - Sequencer - Feb 18, 2025

When adding an Animation Track to a Level Sequence and placing Animation Sequences back-to-back without gaps, the velocity can be miscalculated at the transition between sequences. This issue occur ...

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] GPUCrash - exiting due to D3D device being lost - D3D Hung - Nvidia

UE - Graphics Features - May 14, 2019

Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...

[5.4+] World Partition Landscape Spline Meshes Builder - Source landscape splines are not properly removed/hidden

UE - World Creation - Worldbuilding Tools - HLOD - May 30, 2025

LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...

Importing animation onto a camera in Sequencer adds extra keys to the scale and rotation attributes

UE - Anim - Sequencer - Oct 22, 2019

When importing non-baked animation (i.e. not keyed on every frame) onto a camera in sequencer, Unreal adds extra keys to the rotation and scale attributes as if it is baking the rotation and scale a ...