BundleDisplayName is not localized for packaged IOS project created with RemoteBuild

UE - Platform - Mobile - Jan 4, 2023

When creating IOS package with RemoteBuild, bCreateStubIPA is set to True by the following code.public bool Build(TargetDescriptor TargetDesc, FileReference RemoteLogFile, bool bSkipPreBuildTargets) ...

Setup.sh can fail on Ubuntu server

UE - Platform - Linux - May 3, 2017

update-desktop-database (desktop-file-utils package) may not be installed (and it is not installed by default on servers). Setup.sh fails in that case currently. ...

Property Table rendering very slow in 4.19 (regression)

Tools - Feb 8, 2018

Editor frame rate is very slow rendering the Property Table in 4.19.  This is a regression from 4.18 Showing frame-rate in the editor with the property editor open shows really high GPU time: [Ima ...

HISM(Hierarchical instance static mesh) has lightmap problem after building lighting

UE - Graphics Features - Aug 5, 2018

HISM has lightmap issues after build lighting ...

Niagara Translucency Sorting Issue with GPUCompute Sim

UE - Niagara - Sep 7, 2018

Niagara translucency sorting mode doesn't apply to a particle set to be GPUCompute Sim. Found in 4.20 CL# 4302132 and 4.21 CL# 4348893 ...

Sequencer doesn't update Light color track

UE - Anim - Sequencer - May 30, 2019

Editor compile failure in UnrealEngineHTML5 -- unsafe use of type 'bool'

UE - Platform - Mobile - Dec 4, 2019

Severity Code Description Project File Line Error ...

Crash if the setting of PhysicalAnimationComponent is changed in the same frame as teleport processing

UE - Simulation - Physics - Apr 24, 2020

Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...

Same lightmap textures are listed mutiple times in Lightmaps of WorldSettings

UE - Rendering Architecture - May 8, 2024

Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...

If the map isn't dirty, it shouldn't be marked dirty when switching to the Perspective camera

UE - Editor - Workflow Systems - Jun 5, 2025

Changing to the perspective camera from a locked camera calls FLevelEditorViewportClient::SetActorLock I'm not sure exactly why it sets the camera to the cached pilot transform and then sets it bac ...