Attempting to Duplicate an Asset Copied to a New Folder Spawns the Original Asset

UE - Gameplay - Blueprint - Mar 8, 2016

Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...

Mobile Map loading times have increased from 4.12 to 4.13

UE - Platform - Mobile - Oct 4, 2016

The loading time from 4.12 to 4.13 on mobile devices seems to have increased quite a bit. My results: 4.12.5 Windows 7 - Launch On: Loading Level 2 - .51 Loading Level 3 - .74 Loading Level 1 - .73 ...

"Override Game Mode" only works with "Use Separate Process" enabled

UE - Anim - Sequencer - Jul 13, 2016

Override Game Mode only works when Using Separate Process ...

MaterialInterface is not exported and therefore it's functions are not accessible

UE - Graphics Features - Jun 9, 2015

MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...

Static imported as skeletal removing material IDs with some FBX

Tools - May 27, 2016

Static imported as skeletal removing material IDs with some FBX. This user's FBX files are, so far, the only ones that exhibit this behavior ...

Access None with Event Hit to get Physical Material type

UE - Gameplay - Feb 13, 2015

When trying to get a hit result from physical material using a event hit node there will be a access none error caused in the log. This is the exact error presented: Error Accessed None 'CallFunc_B ...

Opening Floating Editor Window Locks Camera to Upward Position

Tools - Jan 19, 2016

Using the shortcut "Ctrl + E" to open the static mesh editor in it's own floating window results in the camera locking in the upward position in the Main Viewport (*not* the viewport of the Static M ...

After loading a SubLevel from the PersistentLevel of WorldComposition, the offset of WorldComposition is applied when loading the SubLevel alone

UE - World Creation - Worldbuilding Tools - World Composition - Aug 30, 2018

When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...

Drag and Drop Operations Don't Work Correctly When "Render on Phase" Is Enabled In a Retainer Box

UE - Editor - UI Systems - Slate - Jan 31, 2020

Drag and drop operations don't work correctly when "Render on Phase" is enabled in a retainer box. When "Render on Phase" is disabled the drag and drop operations work as expected. In 4.23.1 the dr ...

Volumetric Lightmaps Persist When Opening Different Level

UE - Graphics Features - Lumen - Feb 24, 2020

When moving between levels with built lighting volumetric light maps persists between levels. Workaround: Load the same level twice. Found in 4.24.2 CL#11100242 Reproduced in 4.26 Main CL#11574810 ...