Importing an FBX twice will cause a crash

UE - Platform - Linux - Apr 9, 2015

When importing an FBX into a project if the "Import" option is chosen rather than "Import All" then importing the same FBX a second time will cause the editor to crash. ...

Blocking Volume Not Displaying Properly in Player Collision Mode

Tools - Oct 17, 2016

The licensee has stated that convex mesh generation is failing in KAggregateGeom.cpp from the function KConvexElem::HullFromPlanes. Here is the code snippet they provided: if(!Polygon.Split(-FVecto ...

Sprites/Flipbooks only render in left eye with Instanced Stereo Rendering enabled

UE - Platform - XR - Aug 30, 2018

Paper2D sprites render only in left eye with Instanced Stereo enabled. Also confirmed in Main CL 4329255 ...

Collision build of LiDAR point cloud assets at runtime does not apply

UE - Editor - Content Pipeline - Datasmith - Oct 24, 2023

Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...

LIVE: StartFPSChart Command references an invalid command in the console

UE - Foundation - Core - Nov 14, 2014

The Command "StartFPSChart" references an "EndFPSChart" which is not recognized and should reference "StopFPSChart" ...

Morph Targets not updating when scrubbing through Matinee timeline

Tools - Apr 6, 2016

Users reporting that they cannot preview morph target animations while scrubbing through matinee. They suspect that it may be caused by this update in the release notes: "New: Optimized Matinee Act ...

Only sound is played for videos on Android devices

Media Framework - Nov 21, 2017

When playing a video (in UMG or as a material) it will appear black on Android devices. However, the sound from the video plays as expected. ...

Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component

UE - Simulation - Physics - Aug 15, 2018

Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...

EnhancedEditorInput.bAutomaticallyStartConsumingInput editor setting resets to false on editor startup.

UE - Gameplay - Input - Jun 17, 2024

The editor setting for automatically start consuming input can be set to enabled as a boolean, but whenever the editor restarts this value is reset to false. ...

Effects.umap causes Standalone and Mobile Preview PIE to Crash

UE - Graphics Features - Sep 10, 2015

When opening Effects.umap from Content Examples in Standalone Preview or Mobile Preview, it'll crash. ...