Chaos Modular Vehicles Examples desynchronizes easily

UE - Simulation - Physics - Feb 27, 2025

Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...

DeprojectScreenPositionToWorld has inaccurate behavior in VR

UE - Platform - XR - May 6, 2015

Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...

OnKeyDown does not function in packaged game

UE - Editor - UI Systems - Jul 17, 2015

Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...

Replace Selected Actors With option breaks spawnable bindings when used with spawnables in Sequencer

UE - Anim - Sequencer - Sep 12, 2023

Replace selected actors with seems to remove the spawned actor without the sequence being aware that this happened. ...

Importing static mesh while a PIE session is running permanently breaks nanite on the asset

UE - Editor - Content Pipeline - Import and Export - Mar 12, 2025

Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...

[CrashReport] UE4Editor_Landscape!FLandscapeComponentSceneProxy::CalculateLODFromScreenSize() [landscaperender.cpp:1522]

UE - LD & Modeling - Terrain - Landscape - Mar 27, 2018

No user comments in crash group 1511 if (PreferedLOD >= 0.0f) 1512 { 1513 PreferedLOD = FMath::Clamp<int32>(PreferedLOD, FMath::Max((float)FirstLOD, MinValidLOD), FMath::Mi ...

Project cannot build in VS 2017 15.8+ if it uses std::make_shared with an over-aligned type

UE - Foundation - Core - Aug 30, 2018

Visual Studio 2017 15.8 includes a fix to properly handle std::make_shared used with over-aligned types. However, this is a breaking fix and requires the definition of one of two macros to either ac ...

PropertyAccessUtil methods do not do propagation to instances when editing archetypes

UE - Editor - Workflow Systems - May 14, 2020

Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...

GooglePAD ondemand assetpack file packaged redundantly in obb file

UE - Platform - Mobile - Mar 19, 2021

In order to distribute content within GooglePAD's distribution size limit. (1GB for install-time, 500MB for fast-follow, and 500MB for on-demand) we are trying to package it as assetpack by dividing ...

Building Packed Level Actors causes references to break in the Packed level Actors' Blueprints

UE - World Creation - Worldbuilding Tools - Level Instances - Oct 27, 2022

This is not a regression. Tested in //UE5/Release-5.0 CL 20979098 Building Packed Level Actors causes references to break in the Packed level Actors' Blueprints. Rerunning the Build > Pack Level Ac ...