Move call to Actor::UninitializeComponents outside of if (bActorInitialized) in Actor::RouteEndPlay.

UE - Gameplay - Feb 26, 2016

https://udn.unrealengine.com/questions/280656/actorcomponentuninitializecomponent-isnt-called-wh.html Move call to Actor::UninitializeComponents outside of if (bActorInitialized) in Actor::RouteEnd ...

UnrealPak hangs when creating a pak file on Mac

UE - Platform - Apple - Oct 23, 2015

Reported by users and seen once by myself. For a project which can exhibit this see: https://udn.unrealengine.com/questions/265039/example-project-for-ios-build-hang-and-poor-modula.html ...

Behavior of configuration file hierarchy is different from document

UE - Foundation - Core - Nov 6, 2015

Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...

Costs of Static Lights on Render Thread

UE - Graphics Features - Jun 9, 2016

A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...

Client references to non relevant actors that go NULL never remap when relevant again

UE - Networking - Nov 5, 2015

https://udn.unrealengine.com/questions/267570/actor-variable-pointer-null-after-net-relevancy-lo.html#answer-267836 ...

Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset

Tools - May 13, 2016

Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset. But making a blueprint of that static mesh and replacing using that instead doesn't ch ...

Multi Sphere Trace is not returning the correct Impact Location

UE - Simulation - Physics - Jan 19, 2015

Multi Sphere Trace is not returning the correct Impact Location. Other AnswerHub Report:https://answers.unrealengine.com/questions/30952/multisphere-trace-fhitresult-location-same-as-impa.html ...

When using All Nearby Spawned Actors, the number of recorded animation frames is not enough.

zComponent - Archive - Jul 21, 2021

The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...

Duplicate Physics replication call in PhysScene_PhysX.cpp

UE - Simulation - Physics - Nov 27, 2018

There is a duplicated block of physics replication code in PhysScene_PhysX.cpp  https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...

Invalid Landscape Normals at component boundaries and subsections In Packaged Build

UE - Graphics Tools - Terrain - Oct 31, 2025

In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...