Ensure when opening Camera Anim assets for the second time

Tools - Aug 21, 2016

An occasional ensure is thrown when opening Camera Anim assets. Generally, the issue occurs when opening the asset for a second time, but the repro rate is low, around 1/5. ...

Assets Jitter When Selected In Editor

Tools - Mar 4, 2020

When you are selecting an asset in the editor it jitters a little bit until unselected. Found in 4.25.0 Preview 1 CL#11723679 Reproduced in 4.26.0 Main CL#11724764 ...

Send "Enter Key" is not working with press and release key in Web Browser plugin

Tools - Mar 3, 2020

When trying to send the Enter Key to Web Browser using the Press and Release function, it does not work. This function works with any other key that you try to send. A repro project is attached tha ...

SBasePoseViewport should use ExtendedBounds, not ImportedBounds

UE - Anim - Rigging - Jun 16, 2020

In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...

Cloud Presenter - Presentations with phasing may display all phases at once immediately after launch

TM - Tools - Oct 11, 2024

Some Presentations containing Phasing will display all phases simultaneously in the Twinmotion Cloud after the Presentation is launched. Issue is consistently reproducible for affected Presentati ...

Missing info in GPU breadcrumbs and DRED logs

UE - Graphics Features - Apr 21, 2025

Some breadcrumbs and D3D12 logs are missing data which should normally be filled in e.g. Breadcrumbs: > PostProcessMaterial %dx%d Material=%s [Active]. After investigating this, there seems to be a ...

Crash closing a project that was packaged on Windows for Linux

Tools - May 11, 2017

This occurred with both Development and DebugGame build configurations. In the game's console I tried both "quit" and "exit" and reproed the crash. The crash also occurs via Alt + F4 or closing vi ...

FDeferredDecalProxy cannot be initialized to not fade even if FadeDuration is set to 0

UE - Rendering Architecture - May 16, 2024

FDeferredDecalProxy always fade because InitializeFadingParameters is always called and leaves InvFadeDuration at 1.0 and the LifetimeAlpha calculation in FDeferredDecalPS::SetParameters gets a very ...

GTAO console command minor issues

UE - Graphics Features - Oct 18, 2024

The following ambient occlusion console commands have issues: r.AmbientOcclusion.Compute ? The help text state it only works console but it also works on PC and likely other platforms. r.GTAO.Use ...

SweepComponent fails against non-root bodies of skeletal mesh component in PhysX

UE - Simulation - Physics - Apr 6, 2021

UDN - https://udn.unrealengine.com/s/question/0D52L00005H9X5XSAV/sweepcomponent-never-returns-a-valid-hit-against-skeletal-meshes-when-using-physx?fromCase=1 ...