Delay Before Shot Warm Up introduces hitches

UE - Anim - Sequencer - Mar 29, 2019

setting a Delay Before Shot Warm Up can introduce hitches when rendering out a series of frames. ...

Notifies near start of animation do not trigger when played through slots

OLD - Anim - Apr 6, 2016

Notifies near the start of an animation do not trigger when played through slots with either the PlaySlotAnimationAsDynamicMontage or with a Montage. There could be other instances of this, but the ...

Alembic Hair Groom Asset + DoF = artifacts around edges

UE - Graphics Features - Jan 21, 2020

Hair assets show artifacting between strands when used with DoF. Confirmed in MAIN 4.25 @ CL 110623791 ...

Pasting infinite bool section creates multiple sections on a track that does not support multiple rows

UE - Anim - Sequencer - Oct 21, 2022

Tracks that don't support multiple rows, can still have sections pasted on top of each other, which can lead to unexpected results. ...

UMG Animation MPC track cannot preview

UE - Editor - UI Systems - UMG - Jan 23, 2024

The reason should be in FMaterialShader::GetParameterCollectionBuffer , Scene is nullptr and cached value GDefaultMaterialParameterCollectionInstances ** doesn't update. ...

When adding the UIRenderer to the Movie Render Queue, the rendering output is a difference in PIE and MRQ.

UE - Anim - Sequencer - MRQ - Dec 5, 2023

UI rendering in PIE and UIrenderer rendering in MRQ produce different output results. This is because when dealing with fades in the UI, the rendering results should not be different.  Workaround ...

Crash on checking event track key property after setting static mesh reference element

UE - Anim - Sequencer - Oct 19, 2017

Event track key with a structure containing staticmesh reference. Setting the staticmesh then reopening the property crashed the editor. ...

Rendering with a singe frame custom frame range in the MRQ with temporal sampling renders 2 frames instead

UE - Anim - Sequencer - MRQ - Jan 27, 2023

Temporal samples cause more than one frame to be rendered with a custom range of 1 frame ...

Volume artifacts (Bleeding)

UE - Graphics Features - May 31, 2023

Attempting to Paste Behavior Tree Task with Decorators Pastes to Wrong Location

UE - AI - May 17, 2016

Attempting to paste a task that contains decorators does not paste it near the mouse location, and pastes it off screen instead. Found in 4.11.2 binary. Reproduced in 4.12 Preview 4 binary and Main ...