Exponential Editor Slate Performance Cost When Editing An Asset With Nested Instanced Structs

UE - Editor - Workflow Systems - Feb 20, 2024

UDN Issue: [Link Removed] ...

Editing an array config property via ProjectSettings can end up editing other platform config properties.

UE - Foundation - Core - May 27, 2024

Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...

Static mesh component reports relative transform as world transform when Physics is enabled

UE - Gameplay - May 3, 2016

If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...

A build may fail in Visual Studio if a space is added after the # in an include pre-processor instruction to allow a struct in one header file to reference a struct in the other

UE - Foundation - Core - Sep 23, 2016

A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...

Mesh painting on staticmesh doesn't always apply Colors to All LODs

UE - Editor - Content Pipeline - Asset Build - Apr 18, 2022

See the video [Link Removed] ...

Actor Component properties can become "linked" across multiple Blueprints after a hot reload

UE - Gameplay - Components - Dec 3, 2018

If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...

Crash When Enabling SSAO Smoothing with MSAA Enabled

UE - Graphics Features - Sep 12, 2019

The Editor is crashing when enabling SSAO while MSAA is enabled.  Found in 4.23 CL# 8386587 and 4.24 CL# 8569829 ...

Properties not serialized when moving actor/component depending on unrelated specifiers

UE - Gameplay - Blueprint - Sep 25, 2023

When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...

Control Rig settings are not retained between editor sessions or carried into deployed game

UE - Anim - Rigging - Control Rig - Jun 10, 2020

Control Rig settings are not retained between editor sessions or carried into deployed game ...

[CrashReport] UE4Editor-Core!static void PureCallHandler() [WindowsPlatformMisc.cpp:477]

UE - Foundation - Core - May 8, 2020

Generated from CrashReporter Error Message: Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Core/Private/Windows/WindowsPlatformMisc.cpp] [Line: 475] Pure virtual function bei ...