Adding HISMC instances resets wind for all existing instances

UE - Graphics Features - Jul 6, 2018

When adding new HISM instances, actors using SpeedTree -> WorldPositionOffset material are reset. 4.19 Repro project provided by user. I was unable to get WPO wind working in 4.18, I did noticed th ...

[CrashReport] FMacWindow::ApplySizeAndModeChanges | SWindow::Resize()

UE - Platform - Apple - Nov 21, 2017

This is an infrequent Mac crash in the 4.18 release. The callstack is similar to [Link Removed] and originally thought to be part of the same issue, but that Jira has been fixed and many other simi ...

[CrashReport] Mac/Metal Intel compiler crash - UE4Editor-MetalRHI.dylib!CreateMTLRenderPipeline()

UE - Graphics Features - Oct 27, 2017

Mark S: This is an Intel compiler failure on macOS 10.12.6. Callstack from LogAssertion failed: [File:/Users/build/Build/++UE4+Release-4.18+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Privat ...

r.Shadow.RadiusThreshold and r.Shadow.FadeResolution not affected by Scalability Settings

UE - Graphics Features - Apr 20, 2018

r.Shadow.FadeResolution and r.Shadow.RadiusThreshold values in DefaultScalability.ini are not being applied ...

Unable to save blueprint after Hot Reload that affects the class the blueprint is based on

UE - Gameplay - Blueprint - Sep 14, 2015

After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...

Can Ever Affect Navigation does not detect updates to collision settings at runtime

UE - AI - Jan 27, 2016

When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...

Map placed actor binding to another actor's Event Dispatcher (multicast delegate) results in duplicate bindings after blueprint recompile

UE - Framework - Blueprint - Apr 17, 2025

Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...

Translucent Materials no longer reflect light when using Forward Lighting variable

UE - Graphics Features - Jun 7, 2016

Translucent materials are no longer showing light reflections in scene when using r.forwardlighting 1 with lights. This is a regression from functionality in 4.11.2. This no longer works with 4.12 ...

Map Get Node Pins In Niagara Module Scripts Can't Search For Standard Data Types

UE - Niagara - Mar 16, 2020

This wasn't like this in 4.24 (see attached images). If you create a variable Engine.Owner.Position the search will find it however. Found in 4.25 Preview 2. Reproduced in 4.26 Main. ...

Niagara Scalability Crash When Processing Significance

UE - Niagara - Jun 4, 2025

Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...