Lightmass GI doesn't work with Material-based color changes

UE - Graphics Features - Sep 4, 2015

A licensee is having trouble getting the visual results they want because Lightmass doesn't seem to handle color changes from materials. They are seeing this in 2 cases: (See attached images and tes ...

MoviePlayer loading screen with FLoadingScreenAttributes::bAllowEngineTick results in high DeltaSeconds tick post-playback

UE - Framework - Feb 16, 2024

IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick  = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...

Generated world partition maps cause AssetManager warnings

UE - Foundation - Data Pipeline - Cooker - May 29, 2024

When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...

Unable to launch project from Visual Studio using installed engine build

UE - Foundation - Build - Farm - Feb 23, 2017

When a code project's engine association is switched to a local binary version of a source engine, the project will fail to open from within Visual Studio. Error message says that UE4Editor-Project ...

Phaser module is malfunctioning

UE - Audio - Apr 9, 2019

The phaser module that is part of the new Audio Engine causes audio from a Sound Cue to mute after playing for one second. The user states that the issue comes from the Phaser.cpp file producing a N ...

Strange intermittent CCD behavior on constrained physics bodies

UE - Simulation - Physics - Oct 23, 2019

There is some strange issue with CCD where constrained CCD objects can get velocity nulled when hitting things while constrained, its very hard to reproduce normally in engine but happens often in V ...

[bink video]Auto importing bk2 creates an asset with wrong path

RAD - Bink Video - May 27, 2024

Here is a work around : #include "binkplugin_ue4.h" UObject* UBinkMediaPlayerFactory::FactoryCreateBinary( UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, co ...

Crash in AWorldDataLayers::InitializeDataLayerRuntimeStates() when quickly unloading then loading a sub-world partition

UE - World Creation - Worldbuilding Tools - Data Layers - Mar 6, 2025

From licensee: Since we integrated 5.5, we are experiencing a crash in AWorldDataLayers::InitializeDataLayerRuntimeStates() on this line check(ActiveDataLayerNames.IsEmpty() && LoadedDataLayerN ...

Editor crash when compiling blueprint that contains an implemented interface after removing return node

UE - Gameplay - Blueprint - Apr 8, 2015

If a return node is removed from an interface that has been implemented in a blueprint, compiling the blueprint will cause a crash. Crash Reporter: [Link Removed] Frequency: 2/2 ...

Crash when trying to export unsupported Paragon Skeletal Mesh asset in 4.23

UE - Editor - Content Pipeline - Import and Export - Sep 11, 2019

When the user tries to export the Skeletal Mesh of TwinBlast (a paragon character that can be purchased off the marketplace) in 4.23. As of the time of logging this bug it is not supported in 4.23, ...