Memory Use Steadily Increases in Editor With No Tabs Open

Tools - Nov 24, 2015

When in the editor, the memory use steadily increases ~1mb/s and rises indefinitely. This occurs without having any tabs open, and without performing any actions in the editor. Found in 4.10 Binary ...

Crash with a migrated BP actor using InstancedStaticMeshComponent

UE - Gameplay - Blueprint - Nov 28, 2016

A licensee reported one of their map crashes on open when they tried to migrate from 4.12 to 4.14. There was no crash in 4.13. This seems to be caused by a certain BP actor that adds InstancedStat ...

Selection Highlight cannot be disabled for Skeletal Meshes

Tools - Feb 7, 2017

Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...

Slate UI asset colors washed out on iOS

UE - Platform - Mobile - Feb 24, 2017

UI widgets are appearing a much brighter than they should TEST MACHINE SPECS: iPhone 7, iPhone SE, iPad Pro ...

Open Level node does not open the correct level in Packaged game

UE - Gameplay - Blueprint - May 30, 2017

Open Level node does not open the correct level in Packaged game. Instead of loading the level named in the node, the node will just open the current level. This issue can cause problems with Matine ...

Need to remove dependency on log2 on Android for older versions

UE - Platform - Mobile - Jun 27, 2017

The log2 function does not exist in libc.so on older Android. Using FMath::Log2 instead solves the issue. ...

Wireframe box does not appear when adding blueprint of custom volume class to the viewport

Tools - Aug 2, 2017

No volume appears when adding a blueprint of a custom volume class to the viewport. Adding an instance of the custom class directly does show the box, but additional functionality cannot be added v ...

GoogleVR fails to package with Gradle

UE - Platform - Mobile - Aug 10, 2017

Packaging with GoogleVR (Daydream) fails with Gradle enabled: https://answers.unrealengine.com/questions/678203/417-exporting-daydream-project-with-gradle-results.html ...

Inaccurate Metal shader warning message in the Editor when CommandLineTools is set to be the default compile tool on Mac

Tools - Nov 13, 2017

When CommandLineTools is set as the default tool, an inaccurate warning message is displayed when opening the Editor that states that Xcode is too old to compile Metal shaders, even if the latest ve ...

[Feature Request] Allow include files to be added in custom nodes via separate entry

UE - Rendering Architecture - RHI - Jan 10, 2020

Suggested feature by a licensee and there have been a few use cases recently we've seen. [Link Removed] for vis ...