FBX Import into Level node rotation

UE - Editor - Content Pipeline - Import and Export - Aug 9, 2016

User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...

If use Remove Unused Bones from Skeleton, PoseAsset of the skeleton will be broken

UE - Anim - Runtime - Jul 10, 2019

If user execute "Remove Unused Bones from Skeleton" on Skeleton where PoseAsset exists, the index held in FPoseData :: TrackToBufferIndex in PoseAsset will not be corrected, and it will refer to the ...

When painting on a landscape with edit layers, there are UV distortions happening across the boundaries of paint layers when material is using SetMaterialAttributes

UE - Graphics Tools - Terrain - Landscape - Mar 10, 2025

Context Landscape Edit Layers enables users to paint landscapes using non-destructive layers, and can add multiple layers to the landscape that can be edited independently from each other. Problem ...

Division by zero causing NaN/Inf on USkeletalMeshComponent::UpdateRigidBodyScaling() when setting scale to zero and back

UE - Simulation - Core - Feb 11, 2026

Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed [Link Removed] ...

Crash when making Android package in SlateTextShaper.cpp

UE - Editor - UI Systems - Slate - Apr 7, 2020

Crash when outputting garbled text when creating Android package. It did not occur in my colleague's environment using English OS, but occurred in my environment using Japanese OS. This issue should ...

Incremental Cooks: Add dependencies on files loaded during Load/Save of the package

UE - Foundation - Data Pipeline - Cooker - Oct 19, 2022

Iterative and Incremental cooking are supposed to recook packages when their "inputs" change. Most of the time inputs are the package file itself and the other package files on which it has dependen ...

Mesh Space Additive behave differently for non-animated bones and extra bones on a target skeleton

UE - Anim - Runtime - Dec 6, 2023

Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...

Crash when Live Coding is triggered after engine source edits Blueprints using ChildActorComponent

UE - Framework - Blueprint - Nov 28, 2025

After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...

Translucent Materials and Atmospheric Fog Appear Black or Pink on Mac

UE - Graphics Features - Jan 3, 2018

I tested this on a Mac Pro in UE 4.15, 4.16, 4.17, and 4.18. As a possible workaround for the fog issue, I've discovered that setting Atmospheric Fog > Lighting > Disable Ground Scatter to "True" wi ...

When using Vive Tracker for Virtual Camera function, Tracking does not work properly when using Unreal Remote 2

UE - Virtual Production - Tools - Virtual Camera - Aug 9, 2018

NOTE for Wont Fix: This is now supported with Virtual Camera 2.0. With the VirtualCamera 2.0 actor, it is possible set a LiveLink Camera subject from many sources. LivelInk XR (Vive Tracker) include ...