Loading a map via File->Open Level... when it is already loaded in World Composition view does not reset actors to origin

UE - World Creation - Worldbuilding Tools - World Composition - May 14, 2019

Loading a map via File->Open Level or just by clicking on it to open it, when it is already loaded in World Composition view does not reset actors to origin. The actors instead keep the same positio ...

Construction script does not properly reset array count

UE - Gameplay - Oct 28, 2019

It appears that in UE 4.23, some specific arrays in construction scripts are no longer cleared automatically and retain references to TRASH objects from the previous construction script calls. This ...

Syncing changes in multi-user editing tool results in crash

UE - Virtual Production - Tools - Multi-user - Dec 18, 2019

When using the multi-user editing tool inside a 4.24 project, persisting changes will sometimes result in a crash.  Unable to reproduce the issue. However, the user has reported occasionally re ...

[CrashReport] UE4Editor_UnrealEd!UnFbx::FFbxImporter::RecursiveBuildSkeleton()

UE - Editor - Content Pipeline - Import and Export - Jul 30, 2015

This is a common crash affecting users. User DescriptionsJust import a Mesh of Fuse Source Context 624 void UnFbx::FFbxImporter::RecursiveBuildSkeleton(FbxNode* Link, TArray<FbxNode*>& Out ...

[CrashReport] UE4Editor_Sequencer!FSequencer::NotifyMovieSceneDataChanged()

UE - Anim - Sequencer - Jul 24, 2017

This is a common crash affecting users in 4.16 and into the 4.17 Preview. User Descriptionscopying-pasting curves in Sequencer Source Context 979 void FSequencer::NotifyMovieSceneDataCha ...

"Support Compute Skincache" throws an Assert for games on Linux

UE - Graphics Features - Apr 16, 2019

After enabling "Support Compute Skincache" in the project settings and packaging a game on Linux, the packaged game will throw an assert. Any setting that turns "Support Compute Skincache" on automa ...

Cloth Rendering - Optimizations cause a one frame geometry stretch when off screen cloth is teleported back on screen.

UE - Simulation - Physics - Character - Aug 26, 2021

Render optimizations are causing the cloth render data to be updated one frame too late after an off screen cloth object has been teleported back on screen. The optimisation triggers itself after a ...

Copying a destructible mesh in the viewport loses reference to assigned mesh in the details panel

UE - Simulation - Physics - Destruction - Nov 4, 2014

BRANCH: MAIN CHANGELIST: 2346079 PLATFORM: Windows DESCRIPTION: When copying a Destructible mesh in the viewport the Destructible Mesh component will not be shown for the copied mesh. The mesh can ...

Morph Targets flicker Randomly in Slave Mesh

OLD - Anim - Oct 1, 2015

When a mesh is slave to a master mesh, its morph targets will flicker when Played in Editor. This does not occure with the same assets in 4.8. This has been reported by at least two different use ...

FBatchedElements::Draw - OrthoZoomFactor can be reset to 1.0f if Line.bScreenSpace is ever false

UE - Graphics Features - Feb 20, 2017

A licensee has reported that the Draw function in BatchedElements.cpp can set the OrthoZoomFactor (not a local variable) to 1.0f if Line.bScreenSpace is ever found to be false. The line this can oc ...