MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution

UE - Graphics Features - Sep 14, 2016

When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...

TAttributeContainer::CopyFrom crashes when container contains invalid bone indices for active mesh

UE - Anim - Runtime - Jun 16, 2024

Currently there's no validation within the animation attribute container that bone ids are valid.  This means that client/game code can add attributes with invalid bone ids into the container and th ...

Crash upon diffing Blueprint that was reparented when its previous parent has already been deleted

UE - Gameplay - Blueprint Editor - Sep 20, 2017

When attempting to diff a Blueprint that has been reparented when the previous parent no longer exists in the editor, a crash occurs. The crash is due to the editor attempting to reference the delet ...

Display 1.2 bouncing ball has a typo in the Math Hall of ContentExamples

Docs - Samples - Sep 19, 2016

Just a typo that needs to be fixed. ...

Metal Mobile Renderer remains checked after disabling it in the Project Settings

UE - Platform - Mobile - Oct 3, 2017

These were not options in 4.17 so not a regression. ...

In Niagara's "CalculateParticleRadius", StaticSwitch Input is connected

UE - Niagara - Jan 24, 2020

This may not compile properly. Should be fixed. ...

USkeletalMesh::SetSkeleton function is not a BlueprintSetter

UE - Editor - Content Pipeline - Asset Build - Oct 28, 2021

I have a fix ready for this in cl: 17967661 ...

SButton and SBorder multiply color and opacity twice

UE - Editor - UI Systems - Sep 22, 2016

Currently, the SButton and SBorder widgets multiply the color and opacity during OnPaint before calling the super (SCompoundWidget::OnPaint). This causes the operation to be done twice, since the co ...

Redo history is deleted if the user clicks inside the blueprint graph

UE - Gameplay - Blueprint Editor - Aug 16, 2017

Not a regression as it occurs in Release-4.17 ...

Local fog volume rotation causes offset issues at high world position values

UE - Graphics Features - May 20, 2024

Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...