Level sequence does not play when using async load for level

UE - Anim - Sequencer - Jul 25, 2022

The problem seems to be that FLevelSequenceBindingReference::Resolve () fails due to LoadPackageAsync() called in the FStreamableManager::StreamInternal() function. The licensee reports that the pro ...

Liftoff caused by root motion may leave a Character in walking movement for customized project

UE - Gameplay - Player Movement - Jan 31, 2024

If a Character has active root motion while walking (animation root motion OR a Root Motion Source), and this root motion causes vertical motion that "lifts off", it's possible for the Character to ...

Lyra: GA_Melee uses disallowed NetMulticast RPC for melee impact sound

UE - Gameplay - Gameplay Ability System - Jun 13, 2024

The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...

Hierarchical and normal Instanced Static Mesh Components do not maintain PerInstanceRandom values when transforms are modified

UE - Graphics Features - Nov 6, 2017

When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...

A crash can occur when modifying a user-defined struct asset that's indirectly accessed through a variable node.

UE - Gameplay - Blueprint Editor - May 11, 2021

If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...

Material Compile Error [SM5]

UE - Graphics Features - Jun 8, 2016

There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...

UKismetArrayLibrary::GenericArray_Shuffle is weighted to return some results more than others

UE - Gameplay - Aug 15, 2017

The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...

Descriptions for vis log shapes in the Rewind Debugger are misaligned

UE - AI - Debugging - Mar 25, 2025

When recording shape information, descriptions are offset from the shape. Licensee Message - I noticed that the capsule vis log description labels were not lining up after replaying the recording ...

Child widgets do not maintain the Enhanced Input bindings from their parents

UE - Gameplay - Input - Apr 9, 2025

Test content for this bug is in the /EnhancedInputTesting/UE_268605/EnhancedInput_UE268605 level in QAGame! When a widget blueprint is created with Enhanced Input bindings in the event graph, whe ...

[Feature Request] FWebBrowserWindow::UnbindUObject of IOSPlatformWebBrowser.cpp is not implemented yet

UE - Platform - Mobile - May 23, 2018

FWebBrowserWindow::UnbindUObject on iOS is not implemented yet.  IOSPlatformWebBrowser void FWebBrowserWindow::BindUObject(const FString& Name, UObject* Object, bool bIsPermanent /*= true*/) { } ...