Asset localization does not work properly for Paper2D related assets such as Flipbook

UE - Foundation - Mar 18, 2022

This issue is resolved by changing Paper2D's LoadingPhase to PostConfigInit, but this is a workaround. We suggest a better long term fix via AssetRegistry changes (see comments). In the default la ...

[MetaSounds][Diffuser] - Feedback on the Diffuser is not clamped

UE - Audio - MetaSounds - Mar 1, 2022

The feedback on the Diffuser node is not clamped. Ouch. ...

Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level

UE - World Creation - Worldbuilding Tools - Level Instances - Feb 12, 2025

Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...

A Simulating Physics component with StartAwake = false will be awoken by a Welded component

UE - Simulation - Physics - Jan 10, 2025

A Simulating Physics component with StartAwake = false will be awoken by a Welded component If a welding occurs during the call to OnCreatePhysicsState, this breaks the start awake disabled flag. Th ...

Deploying from Windows to Linux fails on the first attempt

UE - Platform - Linux - Aug 3, 2017

After hitting this failure, if you try to deploy again, then it will work. This only occurs on the first attempt. Initially, I thought I hit a disc space issue I was hitting due to having a sample ...

Actor ClassID Value Read From Data Table only in PIE

UE - Gameplay - Blueprint - Sep 22, 2016

When accessing a data table in BP and getting an Actor Class from it the Class will return NULL when in Standalone Game, Launching, or in a packaged game. This only seems to work in PIE. ...

Draw as border is completely opaque when size in negative

UE - Editor - UI Systems - Feb 26, 2019

When an image widget is set to draw as border it will no longer render as a border if the size is negative. The widget appears completely opaque. ...

GetAllMobileRelevantLayerNames drops those layers which are only connected to RuntimeVirtualTextureOutput Node

UE - Graphics Features - May 6, 2021

in UMaterial::GetAllReferencedExpressions, the mobile branch ignores every CustomOutputExpressions including RuntimeVirtualTextureOutput. ...