ApplyLimits AnimGraph Node has incorrect functionality

UE - CAPT - Control Rig - Nov 8, 2018

In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...

SetPhysMaterialOverride does not work properly when using Weld Simulated Bodies enabled AttachToComponent func

UE - Simulation - Physics - May 7, 2019

When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...

Complex collision mesh might lose its collision in the editor

UE - LD & Modeling - Modeling Tools - Mesh Editing - Feb 18, 2020

This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...

Actor variable type has distractingly large tooltip comment

UE - Gameplay - Blueprint Editor - May 4, 2021

Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...

LLM PlatformProcessMemory calculation ignores VRAM, and its calculation of how much memory is used by the process is too low

UE - Core - Systems - Sep 29, 2023

FLowLevelMemTracker::TickInternal() the ELLMTag::Total (and therefore ELLMTag::Untracked) memory amounts are calculated based only on the result of FPlatformMemory::GetStats(), which on the Windows ...

Restricted Gameplay Tags cannot be added

UE - Gameplay - Mar 15, 2024

The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...

CreateDynamicMaterialInstance will pull from the base rather than overridden mesh on SkinnedMeshComponent when run from construction script

UE - Framework - Blueprint - Feb 6, 2025

When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...

ReturnUntouchedSceneColorForPostProcessing ignores view overrides and breaks splitscreen

UE - Rendering - Architecture - Sep 17, 2026

When a view extension uses ReturnUntouchedSceneColorForPostProcessing and uses split screen, the final view is incorrect (clipped) because ReturnUntouchedSceneColorForPostProcessing doesn't take int ...

[CrashReport] UE4Editor_Core!TArray<wchar_t,FDefaultAllocator>::operator=() [array.h:396]

Tools - Nov 21, 2017

This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...

Hot Reload fails if a project and Engine are placed next to each other in the same root folder that has the same name as the project

UE - Foundation - Cpp Tools - Hot Reload - Jan 8, 2019

Hot Reload does not work if a project and the Engine that project is associated with are placed next to each other in the same root folder that shares the same name as the project. During the Hot Re ...