Actor being moved via sequencer has inherited velocity that ignores play rate scale

UE - Anim - Sequencer - Nov 8, 2019

When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...

High GPU Memory Consumption when Moving an actor that contains a SceneCapture2D

UE - Graphics Features - Mar 29, 2017

When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...

Skeletal Meshes have physics collisions lag

UE - Simulation - Physics - Oct 2, 2019

Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...

Landscape Textures Patches issue when using "Texture Backed Render Target" as the Height Patch Source Mode where Landscape patches are not applying properly the first time a level is opened after restart

UE - Graphics Tools - Terrain - Landscape - Oct 6, 2025

Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...

Plugin dependencies causing RI parameter initialization failures (UDN)

UE - Niagara - Oct 6, 2023

Error on some Niagara emitters using the WindForce module: LogNiagaraEditor: Error: Invalid input type found while attempting initialize new rapid iteration parameters. Function Node: /Game/FX/Expl ...

Morph target normals not correctly applied when imported as LOD 0

UE - Editor - Content Pipeline - FBX - Nov 27, 2025

This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...

World Partition Editor minimap build failed

UE - World Creation - Worldbuilding Tools - Aug 10, 2023

The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...

ChaosCacheManager is not reproducing Collision Events the second time you Record and Play

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...

Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position

UE - Anim - Sequencer - Mar 28, 2025

A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...

Connecting a Client to a Server in PIE with Auto Connect to Server disabled will crash the editor

UE - Networking - Feb 22, 2016

Connecting a Client to a Server in PIE with Auto Connect to Server disabled will crash the editor. EDIT: simple test project attached. Make sure Auto Connect to Server is disabled, and PIE with 2 p ...