Blueprint Doesn't Show Components Added at Runtime

Tools - Nov 2, 2015

When a custom component is added at runtime, it does not show up in the details panel when you select the blueprint that it has been added to. Found in 4.9.2 binary. Reproduced in 4.10 Preview 3 a ...

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 ...

DataAssets with a field called "Name" can cause multiple Name columns to appear in the content browser

UE - Editor - Content Pipeline - Content Browser - Jul 18, 2017

A DataAsset with a FText property called "Name" will confuse the content browser, causing it to create a new column each time the folder containing the DataAsset is entered. This appears to be a cor ...

Prompt for camera permissions when running Google VR plugin

UE - Platform - XR - Mar 7, 2018

Need to update these UDN threads when the issue is fixed. https://udn.unrealengine.com/questions/401360/ios-shipping-build-crash.html https://udn.unrealengine.com/questions/428225/about-ios-ship-b ...

Tiled Landscape LOD doesn't work with World Origin Rebasing

UE - LD & Modeling - Terrain - Landscape - Apr 26, 2018

Using the Landscape LOD system with World Origin Rebasing causes the LODs on the landscape to mess up. This only appears with imported tiled landscape where the main actor is in the persistent level ...

AssetManager does not correctly call delegates if bShouldUseSynchronousLoad is true

UE - Gameplay - Oct 3, 2018

There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...

A SoftPathObject as an input parameter referenced by a Blueprint Node didn't cook out

UE - Gameplay - Blueprint Compiler - Jul 27, 2019

The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...

When multiple HLODs are set, the transition does not occur correctly

UE - Graphics Features - Aug 30, 2019

The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...

Niagara Ribbon Facing Mode Custom Side Vector does not work correctly

UE - Niagara - Feb 28, 2020

The Custom Side Vector facing mode is no different than the Custom facing mode on Niagara ribbons. The linked UDN has more information on a potential cause, as well as a proposed fix. It looks like ...

Skelmesh Bake Materials doesn't remove old materials from slots

UE - World Creation - Worldbuilding Tools - Merge Actor - Mar 24, 2021

When an LOD get materials reduced to one with Bake Materials, it doesn't delete the extra slots on the LOD. So if starting with 10 slots on the skelmesh, then baking, slot 1 gets the newly baked mat ...