Curves in compressed additive animations interpolate incorrectly when two keys in a row have the same value

OLD - Anim - Oct 16, 2019

Curves compressed from additive animations will not interpolate correctly if they have two keys in a row with the same value. The second key will be ignored, leading to the curve interpolating earli ...

Set world or relative rotation on a child component sets the wrong rotation

UE - Gameplay - Blueprint - Aug 21, 2018

Unexpected results from setting relative rotation on child of child in BP. Also confirmed in Main CL 4302610 "I have found that changing this code from RelativeRotationCache . RotatorToQuat (NewRe ...

Multiple keys with the same value appear to be removed on Android for a Curve Table

UE - Gameplay - Components - Jul 8, 2019

When using a curve table on android it appears that keys with duplicate values are removed. Link: [Link Removed] ...

Meshs in a hidden sublevel may generate incorrect navmesh

UE - AI - Navigation - Nov 6, 2020

If the level has hidden sublevels, the regenerated navmesh result appears to have a hidden sublevel mesh placed at the origin. Apparently, the reason is that bNavigationRelevant is no longer consid ...

FRenderTarget::ReadPixels does not populate FColor array properly in packaged build

UE - Graphics Features - Nov 1, 2016

When the ReadPixels function is called, the FColor array that is passed in has its elements populated when in PIE and Standalone but array elements are empty in a packaged project. ...

View Distance sorting of Niagara sprites is incorrect when far from the origin

UE - Niagara - Jan 15, 2024

This problem seems to occur on both CPU and GPU Sims. ...

Crash on Assigning Material to Element 1 in Reimported Static Mesh

Tools - May 15, 2015

[Link Removed] When you reimport a Static Mesh with an Added Material ID associated with it and in the Static Mesh Editor assign a material, the engine crashes. Also reproduced in Main Promotable- ...

Load Error with DeferredDependencyLoading

UE - Gameplay - Blueprint Editor - Jun 19, 2022

If re-define the macro USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING to 0, the component is editable in detail panel. But I'm sure it's not a good fix. ...

Lightmap density view mode displaying zfighting when moving around in the viewport

UE - Graphics Features - Oct 10, 2022

assets within the FPS template are showing zfighting when in Lightmap density mode not reproduceable in 5.0  ...