iOS movie become laggy and crashes when played in iPhone 6/6s.

UE - Platform - Mobile - Feb 24, 2017

Movie play in iOS is laggy and crashes in some movie. This issue seems to be happening when the movie is played in umg widget. Tested in 4.14.3 4.15 Dev_Mobile Latest as of 2/24 Original UDN post ...

DataAssets with a field called "Name" can cause multiple Name columns to appear in the content browser

UE - Editor - Content Pipeline - Content Browser - Jul 18, 2017

A DataAsset with a FText property called "Name" will confuse the content browser, causing it to create a new column each time the folder containing the DataAsset is entered. This appears to be a cor ...

Prompt for camera permissions when running Google VR plugin

UE - Platform - XR - Mar 7, 2018

Need to update these UDN threads when the issue is fixed. https://udn.unrealengine.com/questions/401360/ios-shipping-build-crash.html https://udn.unrealengine.com/questions/428225/about-ios-ship-b ...

Tiled Landscape LOD doesn't work with World Origin Rebasing

UE - LD & Modeling - Terrain - Landscape - Apr 26, 2018

Using the Landscape LOD system with World Origin Rebasing causes the LODs on the landscape to mess up. This only appears with imported tiled landscape where the main actor is in the persistent level ...

AssetManager does not correctly call delegates if bShouldUseSynchronousLoad is true

UE - Gameplay - Oct 3, 2018

There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...

A SoftPathObject as an input parameter referenced by a Blueprint Node didn't cook out

UE - Gameplay - Blueprint Compiler - Jul 27, 2019

The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...

When multiple HLODs are set, the transition does not occur correctly

UE - Graphics Features - Aug 30, 2019

The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...

Niagara Ribbon Facing Mode Custom Side Vector does not work correctly

UE - Niagara - Feb 28, 2020

The Custom Side Vector facing mode is no different than the Custom facing mode on Niagara ribbons. The linked UDN has more information on a potential cause, as well as a proposed fix. It looks like ...

An array of structures variable has its values reset when the structure is modified without recompiling the blueprint

UE - Framework - Blueprint Compiler - Apr 2, 2021

An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...

Dark square appears in hair in direction of spotlight when shadows disabled

UE - Graphics Features - Sep 18, 2024

A dark square appears in the direction of a spotlight on hair when the spotlight has no shadow. [Image Removed] In UE 5.4 the dark square is visible when the spotlight has no shadow, and a light s ...