Material Artifacts When Using World Position and Pixel Normal Together

UE - Graphics Features - Jan 2, 2019

When using "World Position" and "Pixel Normal" nodes together. it causes artifacts in the material. In 4.19 CL# 4033788 this did not occur with the same material setup. Found in 4.20 CL# 4369336, 4 ...

Unable to zoom in on a BP graph in VR Mode

UE - Editor - Workflow Systems - Jun 15, 2018

I am unable to zoom in on the BP graph with the Oculus touch controllers. If I have the graph focused and I pull back on the thumbstick or press the thumbstick down then I can zoom out. This issue d ...

Assert when tracing animations with Linked Anim Graphs

UE - Anim - Runtime - Oct 19, 2021

An assert fires related to the node index for the linked animgraph node being the same as the node index for the root node in the linked anim graph. Can be worked around by commenting out the check ...

Create a high poly version of the base sphere

UE - Content - Engine - Nov 23, 2021

We have an issue with artefacting of virtual shadow maps on low poly meshes: [Link Removed] We would like to request a higher polygon version of the sphere for UE5's release/starter content, which ...

Lyra standalone game instance crashes when Player #2 equips new weapon

UE - Gameplay - Input - Apr 5, 2022

Discovered while testing Lyra project for //UE5/Main - Foundation Shelf - FAssetDataGatherer Stall Fix Smoke. This issue is NOT dependent on the shelf and occurs without the unshelved files. This ...

Overriding Component class does not work properly in grandchild class BP

UE - Framework - Blueprint - Feb 22, 2023

If you set ComponentClass override in child class BP and grandchild class BP respectively, it is ignored in grandchild class. This issue is probably related to [Link Removed]. The fix for [Link Rem ...

Multicast RPCs called from standalone instance are not recorded into replays

UE - Networking - Dec 13, 2023

This seems to have regressed because of the fix to [Link Removed]. Because UWorld::InternalGetNetMode now only returns the DemoNetDriver's NetMode when it is recording and in its tick, the multicast ...

Each bone scales are improperly applied in the physical animation

UE - Simulation - Physics - Character - Feb 4, 2025

Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...

LIVE: A Local Variable cannot have its type changed if another local variable with the same name in a different function is in use

UE - Gameplay - Blueprint - Nov 6, 2014

Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...

uncaught exception: out of memory after launching project onto HTML5 (32-bit browsers)

UE - Platform - Mobile - Mar 20, 2017

First person template project is struggling to run on Firefox 32-bit Version 52.0.1 and eventually throws an "uncaught exception: out of memory" error. Occurs in both BP and C++ projects. May be a ...