CurrentTransaction ensure when duplicating an EQS generator

UE - AI - Aug 3, 2018

When duplicating a Generator inside an Environment Query, the action triggers an ensure and stalls the Editor for a few moments. This issue was reported and tested in 4.19.2 (CL-4033788). It was r ...

Lit Translucency Receiving Shadows with Forward Shading Enabled

UE - Graphics Features - Aug 13, 2018

When forward shading is enabled, particles that have materials with their lighting mode set to "VolumetricNonDirectional" will recieve shadows. Attached images provided by user. Found in 4.19 CL# ...

Crash upon attempt to create destructible mesh of EditorSphere or EditorCube

UE - Simulation - Physics - Destruction - Oct 4, 2018

When attempting to create a destructible mesh from the Engine content folder, using the EditorSphere, or EditorCube Mesh will cause the editor to crash.   However, other meshes from this folder such ...

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 ...

Setting Lightmap Coordinate Index Past 3 Causes Mesh to Get No Lightmap Information

UE - Graphics Features - Nov 20, 2018

Meshes with their Lightmap Coordinate Index set to anything over 4 will not be lit by static or stationary lighting.  Found in CL# 4.19 4033788, 4.20 CL# 4369336, 4.21 CL# 4541578, 4.22 CL# 4573698 ...

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 ...

An array of structures variable has its values reset when the structure is modified without recompiling the blueprint

UE - Framework - Blueprint Compiler - Apr 2, 2021

An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...

Dark square appears in hair in direction of spotlight when shadows disabled

UE - Graphics Features - Sep 18, 2024

A dark square appears in the direction of a spotlight on hair when the spotlight has no shadow. [Image Removed] In UE 5.4 the dark square is visible when the spotlight has no shadow, and a light s ...