Selected Objects Get Filled With Orange Color (Mac)

UE - Graphics Features - Nov 3, 2016

When selecting actors in the scene they get filled with an orange color rather than the typical orange outline. This is unrelated to the setting "Selection Highlight Intensity" as the bug will sti ...

Editor crash opening level with instance blueprint component

UE - Gameplay - Blueprint - Feb 20, 2017

When an actor has an instanced blueprint property, the order in which the map's imports are being verified when loading can cause the editor to crash. For example, trying to load an instanced bluep ...

When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, ignoring the PlayerControllerIndex.

UE - Niagara - Nov 8, 2024

When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...

Actor Dropped at Wrong Location During PIE

UE - Editor - Applied Usability - Apr 3, 2025

When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...

Inconsistent warning with actor root component mobility setting

UE - Gameplay - Oct 27, 2016

When an actor class sets the root component mobility to Static or Stationary, spawning an instance of the class (or child blueprint) during runtime will print a warning message in the output log of ...

Using Subversion results in a hanging attempt to sync to source control

Using Subversion on a Mac to connect to an online repository causes the Source Control settings window to hang indefinitely and never succeed in connecting ...

Packaging fails if a Blueprint is set to be nativized but it is not included in a level

UE - Gameplay - Blueprint Runtime - Apr 6, 2017

Packaging a project will fail if a Blueprint is set to be nativized and that Blueprint is not included in a level. REGRESSION: Yes. The project packages successfully in 4.15. ...

The Niagara Staticmesh data interface node Random Tri Coords doesn't respect Emitter's Deterministic Settings

UE - Niagara - Aug 11, 2021

From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...

Granular Synth Component does not generate sound on non-Force Inline assets

UE - Audio - Mar 7, 2022

Granular Synth Component is not generating a sound as it previously did. ...

Adding a camera to a subsequence through scripting creates the binding in the incorrect binding space

UE - Anim - Sequencer - Jan 27, 2020

Sequencer scripting creates all binding IDs in the root binding space, so when the bindings exist in sub sequences and shots, they will not resolve unless those are opened through the sequence that ...