Select Node literals not populated when type resolved by connecting a pin

UE - Gameplay - Blueprint Editor - May 4, 2017

When you connect a pin to a select node and determine the type of the wild card pins the other option pins do not have their literal populated. This occurs for enums where no option is select and n ...

UMovieSceneSequenceTickManager does not consider settings of Fixed Frame Rate

UE - Anim - Sequencer - Jun 15, 2023

Due to CL-20816478 UMovieSceneSequenceTickManager now calculates DeltaTime per Group instead of using DeltaSeconds directly. As a result, the FixedTimeFramerate in the project settings is being igno ...

Transform Track can't be edited for a empty actor dragged directly from Modes panel

UE - Anim - Sequencer - Oct 27, 2017

This is a remaining case of [Link Removed]. If you drag and drop an empty actor from Modes panel to Sequencer, the actor's transform track can't be edited. ...

Crash in GPUMessage.cpp when resetting FSocket when RHI is NullRHI.

UE - Rendering Architecture - RHI - Apr 5, 2025

When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...

Montage Time Stretch Curves Scale Incorrectly

UE - Anim - Runtime - Apr 13, 2022

More details in attached UDN [Link Removed] Time stretch curve behaves incorrectly with large sections of in-between values. From the UDN: After using the feature a bit more we also noticed tha ...

Shaders are compiled for Engine on first launch after fresh download

UE - Foundation - Build - Rocket (Installed Engine) - Dec 21, 2016

Engine DDC doesn't appear to be included with fresh install of 4.15 Engine. Upon launching editor for first time, ShaderCompileWorker Process startup and user gets notification shaders are compili ...

Anisotropy of material looks different when set via a scalar parameter node connected to the material node

UE - Graphics Tools - Texturing Tools - Apr 15, 2025

The Anisotropy of a material looks different when set on the material output node vs when set via a scalar parameter node connected to the material node ...

Blocking Volume Not Displaying Properly in Player Collision Mode

Tools - Oct 17, 2016

The licensee has stated that convex mesh generation is failing in KAggregateGeom.cpp from the function KConvexElem::HullFromPlanes. Here is the code snippet they provided: if(!Polygon.Split(-FVecto ...

Region screenshot doesn't work at runtime

Tools - Mar 30, 2018

Region screenshots taken in runtime do not seem to work while they do work when taken in editor. ...

Collision build of LiDAR point cloud assets at runtime does not apply

UE - Editor - Content Pipeline - Datasmith - Oct 24, 2023

Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...