Cannot move instances of a hierarchical static mesh component in the blueprint editor viewport

UE - Gameplay - Components - Apr 12, 2016

Can move individual mesh instances of a regular instanced mesh component in the blueprint editor, but not hierarchical ones. Originally reported as a pull request in [Link Removed], but we rejected ...

Landscape components render black

UE - LD & Modeling - Terrain - Landscape - Dec 1, 2016

Workaround:Open the Landscape Material and click SaveReload the level Landscape components render black upon first-time compile. Observed in QA-Landscape - several chunks of the Landscape were bla ...

Ensure fires during nativized build while packaging for any BP class based on UAnimNotify

OLD - Anim - Oct 25, 2018

Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...

Certain combinations of 'bRenderStatic' and 'bNoSkeletonUpdate' on SkeletalMeshComponent produce undesirable behavior.

UE - Graphics Features - Aug 7, 2019

Issues observed:  - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...

Landscape Tessellation Issues

UE - LD & Modeling - Terrain - Landscape - Sep 23, 2019

We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...

SetCollisionEnabled shouldn't check owner

UE - Simulation - Physics - Nov 8, 2019

Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...

Loading levels imported with World Composition's Import Tiled Landscape option from a level without World Composition enabled loads landscape components a World Origin

UE - World Creation - Worldbuilding Tools - World Composition - May 6, 2020

Landscapes created with Import Tiled Landscape are loaded at the World Origin when loaded in a level without World Composition enabled. Enabling World Composition in the second level fixes this iss ...

ShooterGame clients can fail to connect to a server under packet loss when network encryption is enabled

UE - Networking - Jul 17, 2020

ShooterGame demonstrates the issue where when encryption is enabled, if the (unencrypted) EncryptionAck message is dropped, the resent messages will be encrypted since the server has enabled encrypt ...

MoviePipeline: Python Editor example can double-up objects in-scene

UE - Anim - Sequencer - Jan 4, 2022

See the UDN for sample project. This is caused by the Editor Python sample not using the UMoviePipelineQueueSubsystem, which (when rendering) blocks the Sequencer from auto-binding to PIE. The fix ...

Parameter distributions can be reset to None in Cascade Particle Systems, causing Cascade to Niagara conversion to crash the editor.

UE - Niagara - Apr 18, 2022

Cascade to Niagara conversion causes the editor to crash due to any distribution parameter in the Particle Emitter being reset to none. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL# 1831 ...