Syncing to an asset through in-editor interface will not update existing assets while in the editor

Tools - Sep 4, 2015

If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...

Crash When Executing RestartLevel When GameInstance Contains a Reference to an Actor in a Streamed Level That is Loaded But Not Visible

UE - Gameplay - Nov 29, 2016

The editor is crashing when attempting to use the RestartLevel command if the GameInstance contains a reference to an actor that is in a streaming level. The streaming level must be loaded, but not ...

Using a Custom Game State Disables Tick for Other Blueprints

UE - Gameplay - Blueprint - Jan 5, 2017

Using a game mode that contains a custom game state rather than the default seems to be disabling tick for other blueprints such as characters and actors. Whenever the project is using a custom gam ...

Compiling a project while any editor process is open triggers a hot reload

UE - Foundation - Cpp Tools - Hot Reload - Jan 20, 2017

If you attempt to compile a project while an editor process is running, even if it is of another project entirely, it will hot reload the project instead of doing a normal compile. This can create i ...

Enum Element Names Reset on Project Upgrade

UE - Gameplay - Feb 22, 2017

Upgrading a copy of a project from 4.14 to 4.15 appears to be resetting the names of enum elements on switch on enum nodes. Opening the enum, saving it, and then restarting the project seems to res ...

ICU was built with timezones disabled for Android

UE - Platform - Mobile - Mar 23, 2017

ICU for Android was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Android implementation. We should try and build ICU ag ...

ICU was built with timezones disabled for Linux

UE - Platform - Linux - Mar 23, 2017

ICU for Linux was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Linux implementation. We should try and build ICU again ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

UE - Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...

UIScaleCurve float-point value in BaseEngine.ini lacks precision

UE - Editor - UI Systems - Slate - Jun 4, 2020

The screenshots below display 1920x1080pixel widget button. First one with Default DPIScaleCurve shows extra borders on the right and bottom. Next one with more precision shows no extra boundary. [ ...

VFInitRotation(Cascade) always provides the same rotation

UE - Niagara - Jun 30, 2020

This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...