Visual Studio opens unnecessary windows when adding a new C++ class via the editor's interface

Tools - Oct 25, 2017

When adding a new C++ class to a project via the editor's interface, Visual Studio is opened but it ends up opening more than is necessary. Firstly, Visual Studio is opened without focus on the two ...

[CrashReport] UE4Editor_LevelEditor!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:81]

Tools - Oct 26, 2017

This is a trending crash in 4.18.0. One case of this callstack occurred in 4.17.1, but then numerous have occurred in 4.18. Users have not provided any descriptions of their actions when the crash ...

Possible data loss/corruption when loading levels in editor

UE - Gameplay - Jul 18, 2018

Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...

Failure to sign when packaging for iOS Distribution when using Remote Compile from a code project on Windows

UE - Platform - Mobile - Feb 20, 2019

Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...

SketchUp UV scale is not consistent for Datasmith imports.

TM - Interoperability - Dec 6, 2024

This is not a regression.  We have 2 issues here.  First we have different tiling for the different materials, since the way sketchup handles texture scale. They scale the UVs of the object instead ...

[CrashReport] Crash on Mac due to uncaught exception 'NSRangeException' - HIToolbox!DispatchEventToHandlers()

UE - Platform - Apple - Jun 22, 2017

This is a common and longstanding community crash on Mac. Users have not provided descriptions when they crash, so additional information is currently not available. A log file is attached. Call ...

StaticMeshComponents do not scale to negative value

Tools - Nov 22, 2016

The scale of the component does not reach negative values like the instance of the object. However, the user is able to enter a negative number and the object correctly reflects that entered number. ...

References to Data Assets that inherit from Blueprints may be broken during reinstancing

UE - Gameplay - Blueprint - Nov 30, 2020

It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...

Users can't change flags on asset entries in PSD when the asset was added via a Branch In notify

UE - Anim - Gameplay - Mar 19, 2025

Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...

GenerateProxyMesh causes incorrect transform in ISM using Scale

UE - World Creation - Worldbuilding Tools - HLOD - Aug 20, 2019

MeshVertex has been converted by component transform before being converted by instance transform. It is ( Vertex * ComponentTransform ) * InstanceTransform. I thought it has to be converted by (Ve ...