'Use Translucency Vertex Fog' does not work on Metal

UE - Graphics Features - Nov 15, 2016

'Use Translucency Vertex Fog' does not work on Metal despite the following release notes: According to 4.13 Releases Notes:[Link Removed] "New: Shader Model 5 Rendering for Mac Mac Metal now has i ...

Make/Break Struct node breaks for native structs after modifying the structure in a hot reload

UE - Foundation - Cpp Tools - Hot Reload - Apr 10, 2017

Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...

PostProcessSettings no longer has the Post Process Materials option

UE - Gameplay - Blueprint - Aug 29, 2017

In engine version 4.17 and later the Post Process Materials node is not present. This option allowed for custom Post Process Settings. Other nodes are still present and working as intended. This iss ...

TransformVector node break compilation material instance but primary material is successfully compiled

UE - Graphics Features - Jan 31, 2018

There is an issue occuring where TransformVector node break compilation material instance but primary material is successfully compiled. When using a custom node to set the value this node intends t ...

[SolidWorks] Complex assemblies will not import correctly

UE - Editor - Content Pipeline - Datasmith - Importer - Aug 25, 2018

Using Solidworks 2017 Service pack 4.1 the sldasm files only partially import. Instances, folders, and suppressed parts also mess up the import. Suppressed parts show up from different configuration ...

AdditionalPluginDirectories: Cooking a plugin as DLC stores files in the wrong location and fails to correctly stage

UE - Foundation - Data Pipeline - Cooker - Aug 11, 2023

A project can add paths in AdditionalProjectDirectories to specify directories other than <UERoot>\Engine\Plugins or <ProjectRoot>\Plugins that contain plugins. But when adding a plugin in one of t ...

Functions in the Level Blueprint throw a warning on PIE

UE - Gameplay - Blueprint - Mar 3, 2015

Functions in the Level Blueprint throw a warning on PIE: LogBlueprint:Warning: FMemberReference::ResolveMember (NewFunction_0) bSelfContext == true, but no scope supplied! Every function logs thi ...

Blueprints from UE4 with dangling delegate reroute node crashes on UE5 load

UE - Gameplay - Blueprint Compiler - Dec 22, 2023

If a project from UE 4.27 or earlier has a blueprint with a reroute node dangling (no outgoing connection) from a Custom Event Node's delegate pin (red), this blueprint will crash when loaded in UE ...

ServerTravel command doesn't work in PIE using seamless travel

UE - Gameplay - Aug 19, 2015

The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...

Hot reloading changes to a struct causes data table assets to break

UE - Gameplay - Mar 28, 2017

If a data table asset is based on a custom struct, making changes to and hot reloading the struct will not update the data table in the editor. Restarting the editor will prevent the data table fro ...