Perforce batch check-out of files with folders does not work correctly

Tools - Apr 5, 2018

Perforce's Batch check-in / check-out operations do not work correctly when trying to check-in / check-out a folder's contents as a direct asset (when selecting a folder and any other singular asset ...

Crash when using AActor::Rename to change the Outer of an actor to a SubLevel

Tools - Apr 6, 2018

Using AActor::Rename to change the Outer of an actor to a SubLevel will cause the editor to crash when the AActor is shown in the World Outliner. Regression?: Yes This does not happen in 4.18 but ...

Reimporting Static Mesh LODs yields unexpected material assignments

Tools - May 24, 2018

Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...

Non-nativized classes that implement a nativized interface class do not get interface methods called when invoked through a Blueprint function library.

UE - Gameplay - Blueprint - Jul 5, 2018

UObjectBaseUtility::GetInterfaceAddress() fails due to an incorrect serialized value of the 'bImplementedByK2' property within the non-nativized class's Interfaces array on save. See support thread ...

Collision change is not replicated to clients when server makes change to the scale of a mesh

UE - Networking - Jul 20, 2018

When the scale of a mesh is changed on the Server, the collision change of that mesh is not replicated properly to clients, resulting in the collision being different between the server and client. ...

HLOD visibility state isn't cleared when changing scene

UE - Graphics Features - Sep 25, 2018

HLOD state is not cleared when moving to a scene without HLOD so primitives may read the state from the old scene and incorrectly cull objects. The safe fix is to clear the HLOD state maps when the ...

"Invalid resource entry creating uniform buffer" when running Vulkan on Mobile

UE - Platform - Mobile - Apr 30, 2019

Android projects in 4.22.1 crash on launch with Vulkan enabled. Did NOT reproduce in 4.23 MAIN at CL 6156332 4.22.1 release CL is the same as a related fix for this ( [Link Removed] )  ...

Calling TearOff then Destroy on an actor results in client actor also being destroyed

UE - Networking - Jan 14, 2021

When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...

Renaming a SkinnedMeshComponent onto a different owning actor will cause issues with FAnimUpdateRateManager

UE - Anim - Runtime - Aug 12, 2021

As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...

Reimporting static mesh doesn't respect changed lightmap settings

UE - Editor - Content Pipeline - Import and Export - May 11, 2023

Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...