[CrashReport] UE4Editor_Persona!FBoneDescription::SetScore() [bonemappinghelper.h:31]

OLD - Anim - Sep 14, 2017

This is a somewhat common crash that appears to occur only in 4.17.1 (possible regression?). Users have not provided any description of their actions when the crash occurs. Source Context 20 ...

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 ...

Bug - Animations and Keep State Fail when scrubbing backward.

UE - Anim - Sequencer - Jan 30, 2020

If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...

Color space transform in the UI composition is incorrect on DX12 HDR (r.HDR.UI.CompositeMode=1)

UE - Graphics Features - Jun 11, 2021

Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...

Material slot assignment incorrect after mesh reduction completely removes all triangles from a section

UE - Editor - Content Pipeline - Asset Build - Apr 28, 2022

When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...

Deferring Blueprint CDO construction at load time is leading to some data loss.

UE - Gameplay - Blueprint - Jan 27, 2023

Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...

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 ...

[CrashReport] ULevel::GetWorldSettings() - UMaterialInstanceThumbnailRenderer::Draw

Tools - Aug 29, 2017

This is a common assertion that has occurred since at least 4.14 and affected nearly 100 users. The callstack is similar to [Link Removed], which was marked fixed for 4.14. User DescriptionsUndoi ...

Skeletal Meshes have physics collisions lag

UE - Simulation - Physics - Oct 2, 2019

Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...

Changing the name of a native component results in a blank details panel

UE - Gameplay - Components - May 7, 2021

Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...