Building Nanite on a Landscape with Visibility Mask multiple times gives an Assert

UE - Graphics Tools - Terrain - Landscape - Aug 28, 2023

Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...

Stationary/Movable Lights render based on distance from World Origin in Orthographic Camera View

UE - Graphics Features - May 20, 2016

When using the Orthographic Camera view (such as that used with the Paper2D Template) any lights that are distant from the world origin will start to fade out as if they are being culled. The distan ...

Attached actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another

UE - Gameplay - Dec 27, 2016

A child actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another. The child/parent relationship was created through the World Outliner. Licensee ...

[CrashReport] FSlateRHIRenderer::ConditionalResizeViewport()

Tools - Jul 27, 2017

This is a common crash occurring on Windows and Mac in 4.15 and 4.16 (two different callstacks with close similarities). The callstack is also similar to [Link Removed] and may be related. User D ...

UClass::SparseClassDataStruct null at editor-time for child blueprints until compile

UE - Framework - Blueprint - May 29, 2024

Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...

Crash when force deleting Dataflow Graph

UE - Editor - Workflow Systems - Jul 31, 2023

When force deleting a dataflow graph with the dataflow graph editor open it will crash the engine. This issue is occurring in Binary //UE5/Release-5.3 @ CL 26560699 This issue is occurring in Binar ...

Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units of the point of possession

UE - Networking - Oct 20, 2015

Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...

An InstancedStaticMesh component set to Stationary doesn't register overlaps

UE - Simulation - Physics - Dec 16, 2016

An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...

The AABBTree spatial acceleration structure goes off-sync when physics substepping is enabled in a "low" framerate environment.

UE - Simulation - Physics - Mar 15, 2024

When you enable the physics substepping, if you run the console command p.Chaos.Solver.DebugDrawSpatialAccelerationStructure 1, you can see how does not follow the physical object. The user that rep ...

Setting a parent and child static mesh scale to negative effects the rotation on child movement

UE - Gameplay - Jun 1, 2016

Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...