Leaving engine open for an extremely long time builds up memory usage, eventually crashing upon any activity

Tools - May 26, 2015

Edit MattK: Not reproducible yet If the editor is open and used for a long period of time without being closed, it stores memory use. After building up a significant amount of resources building us ...

BuildEditorAndTools build graph script no longer produces working editor executable

UE - Foundation - Horde - BuildGraph - Dec 19, 2017

It looks like the BuildEditorAndTools script is no longer copying the (pre-existing in perforce) files from //UE4/Dev-Core/Engine/Binaries/Win64/ to the output LocalBuilds directory, which means the ...

Crash with package version with SetActorLabel.

UE - Foundation - Core - Cooker - Apr 25, 2018

Since SetActorLabel does not correspond to packages, cook wants errors or warnings. ...

Foliage is Offset When Streaming Existing Levels From World Composition

UE - World Creation - Worldbuilding Tools - Foliage - Jul 3, 2018

Streaming an existing level that used World Composition places the landscapes in the correct spot, but any foliage tied to that landscape is placed on the landscape tile at 0,0 instead of its corres ...

Modulated Shadow doesn't work

UE - Platform - Mobile - Aug 7, 2020

4.22 is working On Mobile sometimes Modulated Shadow is useful for Cast custom color and value Shadows on Unlit objects(custom celshading for example) ...

Crash when reimporting skeletalmesh with metadata

UE - Editor - Content Pipeline - Import and Export - Jan 11, 2021

Crash when we restore metadata after re-importing a skeletalmesh. ...

Oculus Quest Link with OpenXR fires action events multiple times when multiple action events are bound to the same key

UE - Platform - XR - Jul 14, 2021

From a developer: If the same key is mapped to N action events all the mapped events fire N times. This issue only exists with the OpenXR plugin enabled and does not occur for any keyboard/mouse i ...

Editor-only blueprints like WidgetBlueprint are not added to cooked asset registry class hierarchy

UE - CoreTech - Aug 10, 2022

Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...

New Viewport Resolution setting increases every time a new PIE window is launched

UE - Editor - UI Systems - Slate - Sep 2, 2022

When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...

Changing Asset Manager settings breaks game feature scan directories

UE - Gameplay - Sep 29, 2022

The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...