Crash when compiling Blueprint Function containing a connected Set Variable node for a local variable named after a replicated Actor property

UE - Framework - Blueprint - Nov 5, 2025

Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...

FBX files with multiple Meshes with only 1 unwrap per mesh will have invalid Light Map coordinates assigned

Tools - Jun 8, 2014

An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...

Lumen doesn't use correct sky light settings when GI scalability changes from Low to High

UE - Graphics Features - Lumen - Sep 24, 2024

When the Global Illumination scalability settings are changed in the editor from High to Medium, they primarily act on the r.Lumen.DiffuseIndirect.Allow and r.SkyLight.RealTimeReflectionCapture.  No ...

Steam Voice Chat Stops Functioning After Server Travel

UE - Online - Apr 27, 2017

Voice Chat stops working after Server Travel is executed. ...

Blueprint Function Library variables can be promoted out of scope

UE - Gameplay - Blueprint - Oct 5, 2020

Input parameters can be promoted to variables from the context menu when dropped on an empty graph. Per [Link Removed] this is not expected and dangerous for users to use. This is reproducible as f ...

Landscape material doesn't show correctly on ES3.1 if Landscape layer blend was implemented by using in Material function

UE - LD & Modeling - Terrain - Landscape - Jan 30, 2019

Open the project attached to see the issue ...

Add dll-exposure to landscape patch public functions that are meant to be used by external modules

UE - Graphics Tools - Terrain - Landscape - Jul 31, 2025

ULandscapePatchComponent::SetIsEnabled, IsEnabled, etc. are all callable from BP but not from c++. This is not convenient for licensees ...

Lightmass crashes when lighting is built with material that has "Cast Shadow as Masked"

UE - Graphics Features - Oct 4, 2017

Lightmass is crashing when using a material that has "Cast Shadow as Masked" set to true in its properties. Found in 4.18 P3 CL#3676890 Unable to reproduce in 4.16.3 CL# 3561208 and 4.17.2 CL#365 ...