Exponential Editor Slate Performance Cost When Editing An Asset With Nested Instanced Structs

UE - Editor - Workflow Systems - Feb 20, 2024

UDN Issue: [Link Removed] ...

Starting 2 editors with remote control plugin enabled will impact performance

UE - Virtual Production - IO - RemoteControl - Dec 16, 2024

Launching a second editor with the websocket server enabled will try to bind to the same address as the first editor, and since the websocket server is running in the game thread, it will block the ...

Incremental Linking does not appear to work for Debug and DebugGame configurations

UE - Foundation - Cpp Tools - Jul 2, 2018

The bUseIncrementalLinking option does not appear to actually perform an incremental build when building for the Debug or DebugGame configurations. When a build is performed with bUseIncrementalLink ...

Major performance hit upgrading to 4.18 (game tick time - collision sweeps)

OLD - Anim - Jan 16, 2018

As of 4.18 and onward, collision sweeps related to Character Movement seem to be causing higher tick times than usual. Example project: [Link Removed] Regression?: Yes This did not occur in 4.17 ...

DPI Scale Rule set to custom can cause performance issues during design time

UE - Editor - UI Systems - Nov 19, 2018

When setting the DPI Scale Rule to custom and using a named slot the frame rate of the editor will drop while zooming in and out of a widget that uses the widget containing the named slot. ...

Axis changes when performing FBX import / export with "Force Front X Axis" enabled

UE - Editor - Content Pipeline - Import and Export - Jan 6, 2020

1. Import the attached test.FBX with "Force Front X Axis" enabled. 2. Export the imported skeletal mesh with "Force Front X Axis" enabled. (Test_export.FBX) 3. The axis does not match in test.FBX an ...

The process of performing SetTextureParameterValue on a decal component during BeginPlay, the result will not be the same every time when streaming a level.

UE - Graphics Features - Jul 26, 2022

If executing CreateDynamicMaterialInstance and SetTextureParameterValue on BeginPlay for the decal component, the decal will be different the first and second time level streaming. ...

Iris - removal of fast array item not performed on client when server array contains a non-replicated item

UE - Networking - Iris - Sep 8, 2025

It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...

When launching from Mac to iOS, the process does not end normally, so the second and subsequent application launches from the iOS device are not performed properly

UE - Platform - Mobile - Apr 16, 2019

If you deploy the app to the iOS device using the Mac editor's Launch button or Project Launcher, the second and subsequent launches will fail. The following message is output when startup fails. T ...