Ambient Cubemap Assignment in Post Process Volume does not work with Forward Renderer

UE - Graphics Features - Nov 8, 2016

The Ambient Cubemap assignment in a Post Process Volume doesn't work when using the Forward Renderer. I want to note that Cubemap assignment in the Skylight does work. I checked this just to make s ...

ToggleDebugCamera Console Command doesn't disable an enabled DebugCamera

UE - Gameplay - Aug 5, 2019

The "DisableDebugCamera" node and the "ExecuteConsoleCommand" node with "ToggleDebugCamera" in the Command field do not disable an enabled Debug Camera. Found in 4.22.3 CL#7053642 Reproduced in 4.2 ...

Particle Cutout Will Clip Texture On Certain Frames Even With Alpha Threshold of 0.0001

UE - Niagara - Feb 17, 2017

A licensee has reported that the particle cutout feature will sometimes clip the image on some frames despite having an alpha threshold of 0.0001 The attached project has an example of this on the ...

Meta Quest - Visual Artifacting in right eye with Lumen enabled and effects quality set to High

TM - VR - May 9, 2025

Reported in SF [Link Removed] On Meta Quest headsets, when Lumen is enabled for VR, setting the Effects Quality to High can cause visual artifacts to appear in reflections in the right eye of the h ...

SetOneWayInteraction functionality has no effect on the simulation

UE - Simulation - Physics - Nov 11, 2022

Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...

Set World Location Not Working on Skeletal Meshes with Simulate Physics Enabled

UE - Gameplay - Mar 3, 2016

When a skeletal mesh is set to simulate physics, using the Set World Location node to set the world location of the mesh does not seem to be working. Turning simulate physics off causes the mesh to ...

The node wires in this project's MyCharacter blueprint do not animate during PIE

UE - Gameplay - Blueprint - Mar 13, 2015

The node wires in this project's MyCharacter blueprint do not animate during PIE. This also occurs with the NPC and AI Blueprints the first time you PIE, but the second time they animat as expected. ...

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 ...

Frame 0 event does not get triggered when using SetPlaybackPosition

UE - Anim - Sequencer - Apr 17, 2018

An event at frame 0 of a sequence does not seem to get called when using "SetPlaybackPosition 0" to reset the playback position to the start. This seems to be a regression. 4.17.2, the frame 0 even ...

Ensure triggered when creating Scene Proxy for GroomComponent

UE - Rendering Architecture - RHI - Apr 30, 2025

When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...