Client is unable to Server Travel with the host when Seamless Travel is disabled

UE - Networking - May 5, 2022

Client is unable to Server Travel with the host when Seamless Travel is disabled. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the client is able to join in, it is a regress ...

r.VolumetricRenderTarget.PreferAsyncCompute producing different visuals

UE - Graphics Features - Aug 2, 2024

When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...

OnDragDetected fires off with a single click for 3D widgets

UE - Editor - UI Systems - May 11, 2015

When Using the On Drag Detected on a 3D widget, the drag function fires off on a single click (No dragging necessary) ...

UEnum::NumEnums appears to be returning one more than the actual number of elements in an enum.

UE - Foundation - Core - Jan 6, 2015

A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...

Nanite Dynamic Tessellation issue with Material Layers

UE - Graphics Features - Nanite - Dec 1, 2023

Crash when adding a camera to the world in VR Mode

UE - Editor - Workflow Systems - May 31, 2017

Dragging a Cine Camera Actor into the world causes the editor to crash. I reproduced this with both Oculus and Vive, however had a more successful repro rate with Oculus. ...

[CrashReport] UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [genericplatformmemory.cpp:184]

UE - Graphics Features - Mar 27, 2018

No user comments in crash group 169 (uint64)PlatformMemoryStats.AvailableVirtual, 170 (uint64)PlatformMemoryStats.UsedPhysical, 171 (uint64)PlatformMemoryStats.PeakUse ...

PropertyAccessUtil methods do not do propagation to instances when editing archetypes

UE - Editor - Workflow Systems - May 14, 2020

Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...

Crash when destroying two components in a specific order in this user's project

UE - Gameplay - Blueprint - Oct 6, 2015

Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...

Damping is handled differently at lower frame rates

UE - Gameplay - Aug 3, 2016

Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...