Control Rig parameters don't function in the AnimBP after the Editor restarts

UE - Anim - Rigging - Control Rig - Jun 14, 2020

Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...

CreateD3D12Texture causes the Low Level Memory system to register two allocations for the same pointer on the same track channel

UE - Rendering Architecture - RHI - Oct 31, 2024

CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...

[CrashReport] UE4Editor_Engine!LoadSpecialMaterial() [unrealengine.cpp:1523]

UE - Graphics Features - Nov 10, 2017

This is a longstanding crash that has occurred for more than 200 users since at least 4.13. Based on user descriptions this appears to permanently corrupt a project. User DescriptionsI just turned ...

Toggling a Spline component from an open/closed loop through bp's isn't reflected

Tools - Jan 19, 2015

Toggling a Spline component from an open/closed loop through bp's isn't reflected ...

Light Function and World Position in 5.4

UE - Graphics Features - Nov 4, 2024

When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...

Groom Hair Visual Issue with RBF Interpolation Enabled

UE - Graphics Features - Feb 19, 2025

When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to bec ...

Moving all the related assets to another folder at once leads to reference lost in the contents browser.

UE - Editor - Content Pipeline - Content Browser - Aug 23, 2017

Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...

Event Dispatcher not being called in 4.6

UE - Gameplay - Blueprint - Dec 8, 2014

ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...

Crash in Standalone when using a Blueprint Library Function inside a Macro from a Macro Library

UE - Gameplay - Blueprint - Jan 9, 2015

Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...

ChildActor Component with physics spawns at the wrong location

UE - Gameplay - Jul 16, 2015

ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...