Visual delay when using Seek in media player blueprint

UE - Media Framework - Nov 29, 2022

Reproduced about 6 times from 9 attempts. Regression TBD. ...

Blueprint "Diff Against Depot": Restoring an instanced object results in reference to the object in the temporary diff asset

UE - Framework - Blueprint - Feb 19, 2024

When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...

TakeRecorder cannot record Auto Activate and Destroy of Niagara effect

UE - Niagara - Apr 1, 2024

When Niagara FX of a recording actor is spawned during taking a record, that FX behavior must be recorded and able to be playbacked. However, Niagara Component Auto Activation by BP node is not reco ...

Unreal Header Tool can sometimes fail if an Engine plugin is Enabled By Default and has the "Program" Module Type set

UE - Foundation - Core - Feb 15, 2018

An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...

Resetting MovieSceneObjectBindingID property can't update display

UE - Anim - Sequencer - Apr 19, 2024

When reset a MovieSceneObjectBindingID type property, the display of the property is not reset but keep the value before reset, until the property form is clicked. [Image Removed] ...

Initialize_AnyThread and CacheBones_AnyThread can be called multiple times on Saved Pose nodes in linked anim graphs

UE - Anim - Runtime - Jun 13, 2025

Initialize_AnyThread and CacheBones_AnyThread can be called repeatedly on sub-graphs below Saved Pose nodes when they are part of a linked anim graph and the main anim graph has yet to be initialize ...

Dynamically binding 'OnComponent' functions in code doesn't trigger bound functions

UE - Gameplay - Components - Apr 25, 2016

Binding a function in code to OnComponentBeginOverlap, OnComponentEndOverlap, or OnComponentHit does not trigger the bound function from code. ...

BuildGraph build fails if Use Unity Build and Use PCH Files are set to false in BuildConfiguration.xml

UE - Online - Jun 23, 2017

Using BuildGraph to create a local binary build of the engine fails if the BuildConfiguration.xml file has bUseUnityBuild and bUsePCHFiles both set to false. The build fails due to some missing Json ...

Inaccurate motion vectors when using different position binding in renderer

UE - Niagara - Rendering - Jul 27, 2023

Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions.  ...

Exponential Editor Slate Performance Cost When Editing An Asset With Nested Instanced Structs

UE - Editor - Workflow Systems - Feb 20, 2024

UDN Issue: [Link Removed] ...