Unhovered event occurs twice with 3D Widget when button is pressed and held

UE - Editor - UI Systems - Jul 21, 2017

When using a 3D Widget that is a button when you press and hold a button and move off of the widget and let go of the mouse the engine registers a second unhovered event. Engine Version tested 4.1 ...

AssetManager can load blueprints of the wrong type when redirectors exist

UE - Gameplay - Sep 29, 2017

The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...

Material reroute node does not work with WorldAlignedTextures_Complex Inputs

UE - Rendering - Architecture - Materials - Oct 24, 2017

There is an issue occurring with the Material reroute node as it does not work with WorldAlignedTextures_Complex when plugging into inputs. This issue appears to be similar to [Link Removed]. This i ...

Videos of certain sizes no longer display in media players

Media Framework - Oct 27, 2017

Videos of certain sizes no longer display in the Media Player, this also applies to when the media player is a texture or in a material. This issue appears to be a regression. Versions Tested 4.16. ...

fbx attribute curve import do not support correctly tangent at the start end end of the curve

UE - Editor - Content Pipeline - Import and Export - Sep 2, 2020

We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...

Copying collapsed graph with a node with a custom Exec pin results in duplicate pin name

UE - Framework - Blueprint Editor - Aug 17, 2022

When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...

FAnimUpdateRateParameters::GetInterpolationAlpha appears to be returning an invalid value for TrailMode

UE - Runtime - Animation - Aug 5, 2023

It appears that  FAnimUpdateRateParameters::GetInterpolationAlpha is not returning a sensible value when running in TrailMode.  Currently the only variable in the calculation is EvaluationRate which ...

Instanced Actors: Moving element in editor is not undoable

UE - Engine Scaling - Mass - May 30, 2026

Context Instanced Actors can be moved by unchecking Lock Instance Locations on an IAM, and double-clicking into the actor → comp → instance to select an instance. Problem Moving an IA via the giz ...

Crash when creating new projects or converting copies of old ones in Japanese

UE - Editor - UI Systems - Slate - Dec 4, 2014

There's a crash in FCharacterList::GetKerning() when using the editor in Japanese that is apparently fixed in one of these three changelists: CL# 2370014, 2370050, and 2370040 But they were not ...

Blueprint 'Select' node: nodes connect to all input pins are evaluated while only one input is needed

UE - Gameplay - Blueprint - Aug 15, 2015

Originally marked Won't Fix in 2017. Issue reopened on May 1, 2024. All inputs of a Select blueprint node are evaluated, even though in the end only one value is selected. This is wasteful work. ...