Crash when spawning multiple HISM at runtime in a packaged shipping build

UE - World Creation - Worldbuilding Tools - HLOD - Feb 25, 2021

When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...

Pasting timeline components into another actor and then choosing "cancel" on fix self context function references results in a broken state

UE - Gameplay - Sep 13, 2021

upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...

[CrashReport] Assertion failed: !bRequireNormalization - UE4Editor_Landscape!ULandscapeComponent::ReplaceLayer()

UE - LD & Modeling - Terrain - Landscape - Jul 19, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.14. Over 200 unique users have been affected, though they have provided little information. User DescriptionsI am a ...

Promote to variable in a parent blueprint does not pass/preserve the non-default value in derived children blueprints

UE - Gameplay - Blueprint - Jul 11, 2018

When using the feature "promote to variable" on a pin that represents a value that is not an engine default (Example: Floats = 0.0, Booleans = False, ect..), that default value (for the variable tha ...

BuildGraph XML Errors Logged Incorrectly

UE - Foundation - Horde - BuildGraph - Aug 30, 2019

Suggested fix from licensee: After investigation, it seems that the filename is passed as a string instead of a FileReference in Script.cs:84. Fixing the issue seems to be as simple as changing th ...

[CrashReport] UE4Editor_RHI!TSet<TTuple<FBoundShaderStateKey,FCachedBoundShaderStateLink * __ptr64>,TDefaultMapHashableKeyFuncs<FBoundShaderStateKey,FCachedBoundShaderStateLink * __ptr64,0>,FDefaultSetAllocator>::FindId() [set.h:629]

UE - Graphics Features - Mar 23, 2018

No user comments in crash group 620 FSetElementId FindId(KeyInitType Key) const 621 { 622 if (Elements.Num()) 623 { 624 for(FSetElementId ElementI ...

DefaultSceneRoot causes Get Actor Bounds to Return 128

UE - Gameplay - Jun 1, 2016

When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...

Point lights affect indirect lighting on RTGI much less than other types of lights

UE - Graphics Features - Lumen - Aug 4, 2020

Only point lights affect indirect lighting on RTGI much less than other types of lights.[Link Removed] Indirect lighting of baked lightmaps look much stronger than RTGI.[Link Removed] Apparently, ...

Instanced meshes velocities fix

UE - Graphics Features - Sep 21, 2016

"We've been able to enable velocity rendering when using instanced rendering. However, by looking at the generated vertex shader the computation of the previous position seems to be incorrect: flo ...