The ChaosCacheManager changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inadvertently stop simulating physics

UE - Simulation - Physics - Nov 26, 2024

The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...

Physics Constraint doesn't hold if one Component is used for constraint

UE - Simulation - Physics - Jul 22, 2015

Physics Constraint doesn't hold if one Component is used for constraint User Description: Hello, I recently updated the project from 4.7.6 to 4.8.2 and the physics constraint don't seem to work an ...

Refraction Depth Bias In Material Instances Not Updating to Parent Materials Value

UE - Rendering Architecture - Materials - Aug 20, 2018

Refraction depth bias in Material Instances will not update to Parent Materials value. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, and 4.21 CL# 4299102 Expected from user:Refraction Depth Bias sh ...

MaxChannels (Voices) is printed incorrectly to the Output Log on new projects

UE - Audio - Mar 16, 2022

The Max Channels (voices) setting displays in the output log as 0 on new projects. Likely a result of [Link Removed]. Issue is in display only (there are 32 voices), but should ideally report the de ...

UnrealVS: Compile Single File no longer working after upgrading to 5.3

UE - Foundation - Cpp Tools - UnrealVS - Oct 2, 2023

After installing the UnrealVS version that arrived with 5.3. I can no longer use CompileSingleFile. It does however work on the Lyra project. One difference I notived, however, is that Lyra seems to ...

FAnimationRuntime::BlendPosesPerBoneFilter() causes an assertive crash when Skeletal Mesh LOD is changed

UE - Anim - Runtime - Nov 1, 2023

The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...

Unable to open UE4Editor on Linux - Bad hlslcc header found

UE - Platform - Linux - Nov 4, 2015

UE4Editor does not open on Ubuntu 15.10 due to the following error: [2015.11.04-16.19.35:974][ 0]LogOpenGLShaderCompiler:Error: Bad hlslcc header found! Missing '#'!Error in `./UE4Editor': free(): ...

Assertion failed: GEditor->GetSelectedActorCount() == 1 in FLevelEditorActionCallbacks::Paste_CanExecute

Tools - May 3, 2017

This is a high frequency crash occurring for our users. It appears to be the same crash reported in [Link Removed], however that was fixed in 4.15.0, and the specific repro steps are verified to no ...

Cannot package an Engine plugin if another Engine plugin depends on the plugin being packaged

UE - Foundation - Cpp Tools - Plugin System - Nov 12, 2018

Packaging an Engine plugin fails if another Engine plugin lists that plugin as a private dependency. In the two attached plugins, PluginA lists PluginB as a required plugin in its .uplugin file, and ...

Renaming blueprint macro causes Failed import for EdGraph errors

UE - Gameplay - Blueprint - Feb 4, 2022

Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...