Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. It appears to crash without a project loaded, and only for ...
The CTRL+S shortcut does not save an opened Sequence it the Sequencer Window is undocked. Docking the Sequencer Window to the main window fixes the issue. I've reproduced the behavior on UE versions ...
When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...
This is a common crash affecting users in 4.16, and has occurred since at least 4.12 for more than 200 unique users. The callstack has similarities to [Link Removed], and as-such may be out of our ...
Adding variables to a structure that is an input parameter of an interface function causes a compile error in any blueprint that implements the interface until the interface is recompiled. Compile ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose. This wouldn't be the expected behaviour for a user when ...
A material with Shading Model set to Subsurface Profile is no longer affected by Opacity value in 4.17, 4.18, and 4.19 (Main) but was previously working as intended in 4.16. This is a regression. ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...