App crashes when executing 'Export to Disk' node on Android

UE - Platform - Mobile - Aug 11, 2020

Regression is unconfirmed ...

FIndexedCurve::KeyHandlesToIndices not replicated causing crash.

Tools - Sep 1, 2016

FIndexedCurve::KeyHandlesToIndices is not replicated, and so seems to be permanently out of date. This isn't readily apparent when there are more keys than the default amount, but when removing keys ...

Imported animation has one more frame than the original fbx

OLD - Anim - Jul 19, 2016

In UE4.12, imported animation has one more frame than the expected frame number. AS_AN_StepAnim_Test.fbx is 60 frame long animation(starts at frame 0, ends at frame 60). When imported to UE4.12, it ...

Package fails to load due to EditorOnly data when launched onto Mac or Windows

UE - Foundation - Core - Jun 28, 2017

LogPlayLevel: QAGame: [2017.06.28-14.09.14:706][ 0]LogLinker:Warning: Unable to load package (../../../QAGame/Content/UMG/UMG_Sprite.uasset). Package contains EditorOnly data which is not supported b ...

NaN is handled differently when clamped on Windows and Android/iOS

UE - Platform - Mobile - Oct 18, 2017

NaN (Not a Number) is handled different when clamped on Windows and Android/iOS. If you clamp a NaN (Acheived by -3 ^ 0.2 in the reproduction project) from 0.0 to 1.0 and then print the result, you' ...

Baking lighting on Nanite landscape crashes the editor

UE - Graphics Features - May 23, 2024

When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...

Blending Animations between Third Person Project and Animation Starter Pack results in "dipping below floor level"

Docs - Samples - Aug 5, 2015

A number of users have reported that blending animations between Third Person Project and Animation Starter Pack results in a "dipping below floor level" between the two animations. The cause of th ...

incorrect virtual texture shader code(in FinalizeVirtualTextureFeedback) on Mobile forward platform

UE - Graphics Features - Mar 15, 2021

in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...

Save game slot is not saving on the HTC One plus

UE - Platform - Mobile - Jun 17, 2015

Save game slots via blueprints do not work in a packaged game for the HTC one plus. ...

GPU Particle Emitters not Inheriting Velocity from Event Generator Particle Module

UE - Niagara - Jun 17, 2016

When using an Event Generator in a particle emitter that passes velocity for other emitters to inherit, only CPU emitters take on the velocity, and not the GPU emitters. In the test case/project I ...