Sequencer animations using Skeletal Mesh Pose don't play properly if following another sequence with an animation using Keep State

UE - Anim - Sequencer - Feb 20, 2019

The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...

MemReport does not seem to respect mesh streaming

UE - Rendering Architecture - Aug 6, 2024

The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...

Callling "Get[AxisMapping]" or adding AxisMapping Event node in blueprint will break code input implementation for that axis mapping

UE - Gameplay - Input - Aug 17, 2016

When character input is defined in code, adding a call to the Get[AxisMapping] node in blueprints causes input for the specific mapping to fail. Note: This only affects code based input, Blueprint ...

BSP brushes get Clipped or Disappear relative to the Surface Normals of a nearby Brush when Deleting/Flipping Faces

UE - LD & Modeling - Modeling Tools - BSP - May 1, 2017

While testing this issue it was interesting to discover how the surrounding BSP's were affected. They seemed to clip/disappear according to the surface normals of the deleted brushes. There is a si ...

Missing Triangles on scaled MetaHuman assets with Nanite enabled

UE - Graphics Features - Nanite - Feb 19, 2025

Additional information: only happens when all three conditions are true: the camera is very close to the character, the MH is Nanite, and a scaled mocap animation is appliedmaterial is opaque, shows ...

Compiling a Blueprint that references a deleted Macro from a Custom Macro Library will crash the editor

UE - Gameplay - Blueprint - Sep 3, 2015

Compiling a Blueprint that references a deleted Macro from a Custom Macro Library will crash the editor. Crash Report: [Link Removed] This is a regression: did NOT occur in 4.8.3. Reproduced in 4. ...

Get All Actors of Class is failing to report at Event Begin Play in a streamed level

UE - Gameplay - Sep 3, 2015

Get All Actors of Class is failing to report at Event Begin Play in a streamed level. Test project attached. This is a regression: did NOT occur in 4.8.3. Reproduced in 4.9.0 binary and Main (2678 ...

The MainMenu widget isn't loaded when the player returns to the MainMenu map from the InGame menu in Multiplayer Shootout

UE - Networking - Jun 16, 2015

The MainMenu widget isn't loaded when the player returns to the MainMenu map from the InGame menu in Multiplayer Shootout. This happens in PIE and in a packaged project. Reproduced in 4.8.0 and Mai ...

Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling

UE - Editor - Workflow Systems - Jan 11, 2022

This is a regression.This does not affect UE5. Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling. In 4.26 and UE5 the code compiles without issue, and the user ...

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client

UE - Networking - May 19, 2015

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...