Adjustments to the GearVR IPD do not seem to work

UE - Platform - XR - Nov 11, 2016

A user is reporting that enabling the override for the IPD with GearVR doesn't work. They would like to be able to change this value at runtime. Setting the "bOverrideIP=True" and "IPD=" values in ...

WorldCoordinate3Way produces Incorrect Axis Lerps

UE - Graphics Features - May 18, 2016

The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...

ETraceTypeQuery and EObjectTypeQuery not fully exposed to Python

UE - Editor - Workflow Systems - Oct 5, 2021

The ETraceTypeQuery and EObjectTypeQuery enums declared in EngineTypes.h aren't fully exposed to Python. Both enums have 32 entries, but Python is only aware of the first 2 for ETraceTypeQuery and t ...

Sampling UV1 on a Nanite mesh with one UV channel returns a constant value

UE - Rendering Architecture - May 17, 2023

This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...

OnlyTickMontagesAndRefreshBonesWhenPlayingMontages visibility option updates anim instance multiple times

UE - Anim - Runtime - Anim Blueprints - Apr 25, 2024

The OnlyTickMontagesAndRefreshBonesWhenPlayingMontages setting added in 5.4 is broken.  It only works because it unintentionally forces a second call to UAnimInstance::UpdateAnimation (via RefreshBo ...

Skeletal mesh to which the AnimationBudgetAllocator registered in the animation track is applied does not play the initial frame animation

UE - Anim - Runtime - Jun 10, 2025

This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...

Mesh Decals render Flat when Combined with a Translucent Material Element on the same Mesh

UE - Graphics Features - Jan 11, 2017

A licensee is reporting an issue with mesh decals rendering incorrectly when created as a Material ID (Material Element) and assigning a translucent material to the shared mesh. The use case exampl ...

(global distance field not available in shadow pass) Lighting Artifacts Appear When Using Distance To Nearest Surface With World Position Offset

UE - Graphics Features - Jan 20, 2017

When using "distance to nearest surface" node with WPO there are cases where the engine will shade the object incorrect. The attached project reproduces one of these scenarios. It appears as though ...

Particle Parameter Won't Update If Used With EventReceiver Spawn

UE - Niagara - Jan 26, 2017

Particle Float Parameter for the EventReceiver Spawn doesn't update when accessed via blueprint it just retains whatever default value is assigned in cascade. I've confirmed other modules work as ex ...

"Multiple Values" in Body Setup when single bone has multiple bodies

Tools - Feb 3, 2017

"Multiple Values" in Body Setup when single bone has multiple bodies Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) ...