Building development version on Linux fails due to iOS folder structure

UE - Platform - Linux - Jun 26, 2017

In the default Linux folder configuration, Engine/Source/Runtime/Core/Public contains two folders, iOS and IOS. The iOS folder contains the files IOSCriticalSection.h and IOSCriticalSection.h while ...

Widget 3D Component is not rendering on specific Android devices

UE - Platform - Mobile - Nov 20, 2015

Widget 3D Component isn't rendering properly on the Samsung devices. I've tested on the Samsung Galaxy Note 2, Samsung Nexus S, Samsung Galaxy S3. I'm not having any trouble on the Nexus 5 though. ...

[UDN-19505621] Hide Selected At Startup Issue

UE - Editor - Workflow Systems - Jun 10, 2025

From [Link Removed]: 你好,我发现这里的选项有一些工作逻辑不一致,提一个改进建议: ​ 当手动隐藏Actor小眼睛图标的时候,设置Hide Selected At Startup 是无效的,这具有很大的误导性,而其他任何情况下,工作都是正常的,比如: 1.小眼睛隐藏+Show All At Startup 2.小眼睛隐藏+Show Selected At Startup ...

Persona code calling incorrect extenders when building menus.

OLD - Anim - Jan 25, 2017

Certain files for building menus is calling the wrong extenders List of known conflicting functions:FSkeletalMeshEditor::ExtendMenu() [Engine\Source\Editor\SkeletalMeshEditor\Private\SkeletalMeshEd ...

Collapsed component hierarchy expands when placing component in Widget Hierarchy panel

UE - Editor - UI Systems - May 17, 2017

A collapsed component hierarchy expands when placing a component in Widget Hierarchy panel. This issue seems similar in nature to [Link Removed], but the test case for this issue id different, and f ...

Editor freezes when using multiple Post Process Volumes with Cubemaps assigned

UE - Graphics Features - Jun 13, 2016

When using a cubemaps assigned to a Post Process Volume and loading the level the editor will freeze if it's been a project converted from 4.11 to 4.12/4/13. In some instances if the camera is outsi ...

A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it

UE - Gameplay - Blueprint - Mar 8, 2015

A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it. Reproduced in 4.7.2 binary. Could not test in Main due to [Link Removed] ...

AnimCurveCompressionSettings is reset to CompressedRichCurve at editor startup

OLD - Anim - May 21, 2019

AnimCurveCompressionSettings's codec is reset to CompressedRichCurve when user open the project, so user can not keep the state changed to UniformlySampled. The following code in the constructor of ...

[GPU Lightmass] bake artifact w/ two actors of same static mesh

UE - Graphics Features - Jun 22, 2022

As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...

REGRESSION: HierarchicalInstancedStaticMeshComponent LOD transitions are broken in 4.9 and Main

UE - Graphics Features - Aug 24, 2015

While testing another fix I noticed HISM LOD transitions are not working in Main or 4.9 branch. There is no screen-door effect and multiple LODs seem to be rendering simultaneously compared to 4.8. ...