REGRESSION: HierarchicalInstancedStaticMeshComponent LOD transitions are broken in 4.9 and Main

UE - Graphics Features - Aug 24, 2015

While testing another fix I noticed HISM LOD transitions are not working in Main or 4.9 branch. There is no screen-door effect and multiple LODs seem to be rendering simultaneously compared to 4.8. ...

UnrealBuildTool fails to build generate project files or build if the project is stored on a non-HFS partition

UE - Foundation - Cpp Tools - UnrealBuildTool - Mar 29, 2016

When a user attempts to compile a project that is stored on a non-HFS partition on OSX, UBT fails to build due to files that are being generated that start with ".". The user's proposed fix is to ha ...

FixupRedirects commandlet does not auto-commit deletions

Tools - Jun 15, 2016

See this UDN: https://udn.unrealengine.com/questions/297811/fixupredirects-commandlet-submitting-marked-for-de.html The fix looks straightforward, just a one-line change but could benefit from tes ...

GC Clustering broken for USoundWave assets (crash)

UE - Foundation - Core - Mar 29, 2017

Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...

Crash when setting Anim to "None" with URO

OLD - Anim - Aug 28, 2019

A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...

Materials with transparency still visible in alpha with holdout in Render layers.

TM - Tools - Mar 8, 2024

The Transparent materials like the Glass don't behave correctly in Raster (in PT is working as expected).  They are visible in Alpha with Holdout.  This is an Engine limitation for now. But we sho ...

Crash on PIE exit after dynamically enabling and disabling tick functions through the Level Script blueprint.

UE - Gameplay - Mar 23, 2018

User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...

Update Oculus Audio SDK

UE - Platform - XR - May 19, 2016

The current version of the oculus audio SDK fails to initialize for some clients. We haven't been able to reproduce the problem internally but we're told from Oculus that updating the SDK will fix t ...

Adding an Event Dispatcher to a Template Character Blueprint Causes Increase in Compile Time

UE - Gameplay - Blueprint - Jul 8, 2016

Adding an event dispatcher to one of the pre-created character blueprints in the template projects causes an increase in compile times. This does not occur with a blank actor or character blueprint ...

Execute while paused input action mappings do not execute when console command pause used

UE - Gameplay - Input - Jul 28, 2016

"Execute while paused" input action mappings do not trigger when using the pause console command. Workaround Use the "Set Game Paused" node, which works as expected. Regression (no) issue (does ...