first struct variable not shown by Intelisense

UE - Foundation - Core - Feb 18, 2015

When invoking a custom struct, the first listed variable will not appear in the Intelisense window. ...

Components spawned at runtime do not take Radial Damage if simulating physics

UE - Gameplay - Mar 16, 2015

Components spawned at runtime do not take Radial Damage if simulating physics. ...

LIVE: Reflection Capture are not working with moveable directional light on mobile

UE - Graphics Features - Nov 3, 2014

When a Directional Light is changed from static to movable, the materials in the level will appear dark. ...

[CrashReport] Assertion failed: NewWorld | UE4Editor_Engine!UEngine::LoadMap()

UE - Gameplay - Nov 2, 2017

This is a common and longstanding crash that has occurred since at least 4.15. Originally this was being tracked under [Link Removed] due to sharing the same callstack, but that had specific repro ...

MediaTexture do not show video when playing a movie using Media Player in some Android devices.

Media Framework - Feb 13, 2018

Movie Player do not seems to play movie in some android devices. [Link Removed] You can simply run the attached project in android devices to see the movie is played as expected. ...

Crash Opening Editor with Vulkan - Fatal Error - RenderingThread.cpp

UE - Rendering Architecture - RHI - Mar 15, 2019

Editor crashes when opening to project browser on Linux. Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819] Rendering thread exceptio ...

Replace with child on subtree of the NamedSlot is broken after reloading a widget.

UE - Editor - UI Systems - Apr 5, 2021

"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...

World Position is incorrect when used to control the opacity mask in a nanite spline mesh

UE - Graphics Features - Feb 20, 2025

When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...

Masked material using virtual textures covering a decal will result in black pixels

UE - Graphics Features - Nanite - Mar 31, 2025

Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...

Changes to Instanced Properties default value on BP not propagated to placed actors in the opened level

UE - Foundation - May 15, 2025

In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...