Updating Material does not update platform stats in derived Instance

UE - Rendering Architecture - Materials - Nov 26, 2024

It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...

UMG widget callbacks do not set PIE context in editor

UE - Editor - UI Systems - May 21, 2018

This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...

The light in the Blueprint Editor's Preview Scene does not respond to any lighting channel but 0.

UE - Framework - Blueprint Editor - Jun 28, 2024

In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...

A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone

UE - Gameplay - Blueprint - Sep 9, 2015

A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...

Setting Pressed Sound for Widget Style Doesn't Set the Value

UE - Editor - UI Systems - Nov 6, 2015

Attempting to set the Pressed Sound for Widget Style dynamically never actually sets the sound. When you click the button, you get no pressed sound. However, when setting the Pressed Sound through t ...

PIE after the Game Instance's parent has a wire disconnected, compiled, then reconnected crashes this project

UE - Gameplay - Blueprint - Sep 18, 2015

This user's project crashes on PIE after the Game Instance's parent has a wire disconnected, compiled, then reconnected. Possibly related to [Link Removed], but the call stack is slightly different. ...

Tabbing out of exclusive fullscreen leaves the window & backbuffer in an incorrect state

UE - Editor - UI Systems - Apr 24, 2020

With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...

Possible data loss/corruption when loading levels in editor

UE - Gameplay - Jul 18, 2018

Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...

Failure to sign when packaging for iOS Distribution when using Remote Compile from a code project on Windows

UE - Platform - Mobile - Feb 20, 2019

Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...

SketchUp UV scale is not consistent for Datasmith imports.

TM - Interoperability - Dec 6, 2024

This is not a regression.  We have 2 issues here.  First we have different tiling for the different materials, since the way sketchup handles texture scale. They scale the UVs of the object instead ...