The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...
Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
We recently had a few occurrences of crashes caused by a "Fatal world leaks detected" error when unloading a level (in a packaged game and in editor). I tracked down what was keeping a references t ...
We are running into issues where the parameters of the RigidBody node in an ABP are not being applied at all when running the ABP in PIE even when the parameters are working correctly in the ABP pre ...
A licensee has shared a project with us, in which they are able to trigger a problematic case where the RayTracingGeometryManager is ticked twice during a single game frame. It would be good to inve ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...
In a simple setup of the Fullbody IK control rig node, when you turn on the debug draw of the ik solve. The lines and the skeleton do not align. ...