If a component has been rotated at all, running ComponentSweepMulti on it does not return the correct position of any colliders on the component

UE - Simulation - Physics - May 14, 2015

ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...

If PVRTexToolCLI is not executable, invalid texture data is used and crash results when launching on device

UE - Platform - XR - Jul 5, 2017

Synced the code on Windows and transfered to Mac, the file PVRTexToolCLI lost its executable permission bits... UE4 couldn't run the tool, but carried on processing anyway, processing invalid textur ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

A project using the Script Plugin will not open in a binary version of the Engine that is created from an Engine built from source code

UE - Foundation - Build - Rocket (Installed Engine) - Feb 1, 2017

Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...

Local binary build fails for iOS platform.

UE - Foundation - Core - Oct 5, 2017

Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...

BP nativization emits incorrect C++ code for noexport-typed struct field access in some cases.

UE - Gameplay - Blueprint - Dec 18, 2019

In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...

Custom UVs don't store information properly in layered materials.

UE - Rendering Architecture - Materials - May 9, 2022

[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...

Crash after adding Virtual Bone, then Creating Asset

OLD - Anim - Jul 5, 2017

Occurs on? 4.16 - 3466753 - YES 4.17 - 3521650 - YES Error message: Assertion failed: RefBonePose.Num() == NumBones [Link Removed] [Line: 4400] Source Context:4387 ResetAnimation(); 4388 ...

Ensure triggered upon improper math expression

UE - Gameplay - Blueprint - Aug 4, 2016

An ensure is triggered upon entering an improper math expression. ...

VS2015 Update 3 prevents the editor from compiling code

UE - Foundation - Cpp Tools - UnrealBuildTool - Jun 28, 2016

Updating Visual Studio 2015 to Update 3 prevents code projects from compiling / creating new code projects ...