Static Mesh Editor: Give options for drawing complex/simple collision

UE - Simulation - Physics - Mar 13, 2017

The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...

Linux: Assertion at splash screen when trying to open UE4Editor

UE - Platform - Linux - Mar 21, 2017

I ran into this while looking to verify [Link Removed] at CL 3355923. I logged the issue I was verifying the fix for last night and have not updated anything locally, so the "OpenGL 4.3 not supporte ...

SBasePoseViewport should use ExtendedBounds, not ImportedBounds

UE - Anim - Rigging - Jun 16, 2020

In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...

UHapticFeedbackEffect_SoundWave Initialize does not populate Raw Data in the HapticsBuffer

UE - Platform - XR - Jul 19, 2024

From the UDN:  >  Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...

Bundled compute PSO compilation stalling tender thread

UE - Rendering Architecture - RHI - Feb 13, 2025

A licensee has pointed out a potential bug they found related task graph synchronization and when compiling compute PSOs: [Link Removed]. From the screenshot they sent over, it seems that a task gra ...

UAT not considering remote root

UE - Foundation - Horde - BuildGraph - Apr 2, 2025

It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...

GAS: GameplayAttribute picker incorrectly also lists AttributeSets' non-attribute properties

UE - Gameplay - Gameplay Ability System - Aug 21, 2025

Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...

Changing MaterialQualityLevel causes a crash due to a ShaderMap mismatch in UniformExpressionCache

UE - Rendering Architecture - Materials - Nov 26, 2025

A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...

Base Pass Instruction Count increases on Compile and Save, then resets upon reopening Material

UE - Graphics Features - Aug 24, 2015

Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...

Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1

UE - Networking - Feb 4, 2016

Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...