Go to end and Stop on level sequences does not work with keep state animations and anim bps

UE - Anim - Sequencer - Anim in Engine - Jan 16, 2024

When a skeletal animation section is set to Keep State, and the mesh uses an anim BP and slots to play back the animation, calling Go to End and Stop on the sequence will not pause the animations. ...

Depth of field rendering artifacts - flickering and masking

UE - Rendering Architecture - Jan 16, 2024

Flickering and large flashes can be seen on reflective objects that are out of focus with DOF enabled. DumpGPU shows that artifacts are visible in TSR . ...

Pixel Inspector does not display Gbuffer values properly when a mesh with a material that has Anisotropy set is in Level

UE - Graphics Features - Jan 16, 2024

This issue occurs when there is a material with Anisotropy, like the attached GIF.[Image Removed] ...

Pre-UE5 serialized FVariant FVector data corruption when deserialized in UE5

UE - Gameplay - LWC - Jan 15, 2024

FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...

Applied external forces to vehicles may be nullified by sleeping

UE - Simulation - Physics - Solver - Jan 12, 2024

If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...

Double clicking on Interface Function in Blueprint Graph does not take you to the function implementation.

UE - Editor - Jan 11, 2024

When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...

Capturing backtrace of another thread in engine built with clang raises access violation exception

UE - Foundation - Core - Jan 11, 2024

Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...

Setting GDelayTrimMemoryDuringMapLoadMode = 2 causes crash on same map reload

UE - Gameplay - Jan 8, 2024

GDelayTrimMemoryDuringMapLoadMode is a CVar that controls whether a garbage collection should take place during map change after unloading the previous map and before loading the new one. By default ...

Shadow map z-fighting when using Overlay material

UE - Platform - Mobile - Jan 8, 2024

Casting is not working as expected for interfaces in python

UE - Editor - Workflow Systems - Dec 22, 2023