Nested components do not appear in proper order in viewport instances

UE - Gameplay - Blueprint - Nov 22, 2017

When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

UE - Framework - Blueprint - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...

Atmospheric Fog cannot be toggled to hidden in the Scene Capture 2D's detail settings

UE - Graphics Features - Apr 7, 2015

Atmospheric Fog cannot be toggled to hidden in the Scene Capture 2D's detail settings. All other setting will toggle correctly. ...

Different Number of Frames imported from the same FBX between UE 4.8 and 4.9

OLD - Anim - Sep 14, 2015

Using the same import settings in UE4.8 and UE4.9 will result in a different number of frames of an animation being imported from the same FBX file. If you import the same fbx animation which in M ...

Compatible skeletons not visible when "Show Only Compatible Skeletons" is Selected in Retarget Window

OLD - Anim - Aug 19, 2015

When you right click on a Skeleton and select "Retarget to another Skeleton," in the subsequent "Select Skeleton" pop up Window, compatible skeletons are not visible when "Show Only Compatible Skele ...

Engine build fails in Visual Studio 2017 if Visual Studio 2013 is also installed on the same computer

UE - Foundation - Build - Farm - Mar 21, 2017

Attempting to build the Engine using Visual Studio 2017 will fail if Visual Studio 2013 is also installed on the same computer. If Visual Studio 2013 is uninstalled, or if the computer has Visual St ...

Replace references doesn't prompt to save dirtied assets that hold a soft reference to the deleted asset

UE - Gameplay - Dec 21, 2017

When deleting an asset any other asset that holds a soft reference to the deleted item will appear in the reference list. For a soft reference when choosing to replace the references with another as ...

Cannot run any packaged project if "Force all skinned meshes to recompute tangents" has been enabled in an unrelated project

UE - Foundation - Core - Apr 20, 2018

Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...

ILC/VLM doesn't affect Static Staticmesh at all on Mobile

UE - Platform - Mobile - Sep 23, 2019

In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings ...

IOStore : Packaged game crashes when doing garbage collection right after cancelling async loading by UnloadPrimaryAssetList

UE - Foundation - Core - RuntimeLoader - Mar 15, 2021

Packaged game without IOStore never hits this error. ...