FCPXML export is off by one frame

UE - Anim - Sequencer - Feb 10, 2021

It looks like FCPXML is off by one frame for the MRQ export. For the old movie scene capture tool, it appears correct. ...

Static Mesh Scene Actor Flipped Normals

UE - Rendering Architecture - Aug 31, 2023

Static meshes can have normals flipped when the actor they are attached to has one component of its scale inverted. ...

[CrashReport] UE4Editor-Core.dylib!<Unknown>

OLD - Anim - Dec 31, 2015

[Link Removed] ...

Spawn actor of class does not work in packaged game

UE - Gameplay - Blueprint - Jul 1, 2015

Spawn actor from class does not work when playing in a packaged game. ...

Crash while unloading a streaming level while spawned decals exist in the unloaded level

UE - Graphics Features - Aug 18, 2017

When unloading a level containing a decal that is using a dynamic material instance the editor will crash. ...

HighResShot's bDumpBufferVisualizationTargets does not work on PNG output.

UE - Rendering Architecture - RHI - Jun 2, 2022

If the same command is executed with 4.27, multiple screenshots will be saved. ...

MRQ - Skeletal Mesh motion vector are output only for the last sample of Spatial Sample Count

UE - Anim - Sequencer - MRQ - Jan 24, 2025

Skeletal Mesh motion vectors are output only for the last sample of Spatial Sample Count, while Static Mesh motion vectors are output in all samples. UDN: [Link Removed] Slack thread: [Link Remo ...

Tessellation doesn't render in certain levels of ContentExamples with Intel4600

UE - Graphics Features - Jan 20, 2017

Tessellation will not be rendered in the examples inside of the Material_Nodes and Material_Properties levels of Content Examples. ...

Changing the scale of the widget reflector makes it harder to select actors in the viewport

Tools - Dec 29, 2014

When changing the scale of the widget reflector it changes the scale of the selection bounds of actors in the viewport. Example: When hovering over a box at a 2.0 scale I will select the wall someti ...

Collapsed Nodes do not move with their functions

UE - Gameplay - Blueprint - Apr 10, 2015

When you create a function and collapse nodes within it, the collapsed nodes to not follow the function category switch. I also noticed that when you move the function around that has the collapsed ...