Tangent normals are recalculated by default on skeletal meshes with blend shapes

UE - Graphics Features - Nov 8, 2016

In 4.13 if you imported a skeletal mesh with a blendshape and run the blend shape. The normals are not recalculated. To Recalculate the normals during runtime you need to edit the Console Variables ...

Particle emitter follows camera on certain Android devices

UE - Platform - Mobile - Dec 5, 2016

When running a launched or packaged version on an Android device, if there is a particle emitter, it follows the camera looking up or down. If you have more than 1 particle emitter, it seems to corr ...

Raw Input plugin fails to process some negative values

UE - Gameplay - Input - Aug 22, 2023

Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...

Lighting Build Fails With High Density Foliage

UE - World Creation - Worldbuilding Tools - Foliage - Jan 16, 2018

Trying to build lighting on a map with high density foliage will fail lighting build or cause the editor to crash. This occurs in 4.15, 4.16, 4.17, and 4.18. There have been multiple reports of this ...

BSOD when launching Twinmotion on NVIDIA 50-series GPUs with 576.02 Drivers

TM - Rendering - Apr 22, 2025

Reported from multiple users. NVIDIA RTX 50-series GPU users are reporting BSODs when attempting to launch Twinmotion with the latest drivers installed. The crashes occur on the 576.02 driver versi ...

Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances

UE - LD & Modeling - Terrain - Landscape - Oct 24, 2016

Disabling the 'Use Landscape Lightmap' when using procedural foliage, will skew the placed instanced meshes. Regression? Yes, this issue did not occur in the 4.13.1 release. ...

Tessellation not working properly on Vulkan

UE - Graphics Features - Jan 25, 2018

When a user launches content examples with -vulkan tessellation will not be working. Everything tessellated will appear as if it has no tessellation. This issue is also occurring in 4.18 ...

Delay nodes occasionally don't fire the "Completed" output in a nativized build.

UE - Gameplay - Blueprint - Jun 13, 2018

This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080"). During compilation, we pack latent fun ...

Play rate track does not work when using CreateLevelSequencePlayer

UE - Anim - Sequencer - Oct 13, 2016

Play rate track does not work when using CreateLevelSequencePlayer Regression: YES Worked: 4.12.5 CL:3039270 Broken: 4.13.1 CL:3142249 ...

[MAC] Editor keyboard bindings do not allow overriding already bound shortcuts

UE - Platform - Apple - Sep 9, 2015

When entering "ALT+B," to rebind keys to a function, red warning flashes for 1 frame, does not allow function to be rebound to this key combination *See attached image. ...