Painted Vertex Colors not Passing Color when used with Emissive for Static Lighting Setting

UE - Graphics Features - May 24, 2016

When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...

Auto-weld is Enabled even if the blueprint component is set to Simulate

UE - Simulation - Physics - Jan 4, 2017

Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...

Static Mesh Editor: Give options for drawing complex/simple collision

UE - Simulation - Physics - Mar 13, 2017

The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...

SBasePoseViewport should use ExtendedBounds, not ImportedBounds

UE - Anim - Rigging - Jun 16, 2020

In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...

UHapticFeedbackEffect_SoundWave Initialize does not populate Raw Data in the HapticsBuffer

UE - Platform - XR - Jul 19, 2024

From the UDN:  >  Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...

Bundled compute PSO compilation stalling tender thread

UE - Rendering Architecture - RHI - Feb 13, 2025

A licensee has pointed out a potential bug they found related task graph synchronization and when compiling compute PSOs: [Link Removed]. From the screenshot they sent over, it seems that a task gra ...

UAT not considering remote root

UE - Foundation - Horde - BuildGraph - Apr 2, 2025

It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...

GAS: GameplayAttribute picker incorrectly also lists AttributeSets' non-attribute properties

UE - Gameplay - Gameplay Ability System - Aug 21, 2025

Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...

Bitfield Bools in a struct and AnimBlueprint transitions not working together

UE - Gameplay - Blueprint - Apr 12, 2016

USTRUCT(BlueprintType) struct FTestStruct { GENERATED_USTRUCT_BODY() UPROPERTY(BlueprintReadWrite) uint32 ValueC : 1 ; UPROPERTY(BlueprintReadWrite) uint32 ValueD : 1 ; }; A ...

Access violation crash on startup after converting project

UE - Graphics Features - Jun 1, 2016

Access violation crash on startup after converting project User Description: We were using 4.10.4, and are trying to upgrade to 4.11.2. The project will convert and open fine the very first try, b ...