OnRep_ReplicatedAnimMontage causes popping when montage ends

OLD - Anim - Oct 8, 2016

UAbilitySystemComponent::OnRep_ReplicatedAnimMontage doesn't handle some edge cases when stopping the montage when blending is involved. Namely, it's possible on a client (due to latency, etc.) that ...

Cones for angular constraints not visible is Separate Translucency is disabled

UE - Graphics Features - Apr 14, 2016

A user reported an issue where the cones that represent angular constraints in the PHAT editor are not rendered if Separate Translucency is disabled. This may be related to another issue with Separa ...

[CrashReport] UE4Editor_MeshPaint!MeshPaintHelpers::FillVertexColors()

OLD - Anim - Jun 27, 2017

This is a common crash in the 4.16 release. Users have not provided any descriptions, so additional information is currently unavailable. Source Context 804 elseif (USkeletalMeshComponent ...

Moving a Copy of an Actor from Persistent to Sublevel Dirties Persistent Level

Tools - Aug 18, 2017

Using Alt-Drag to move a copy of an actor from the persistent level to a sublevel (when the sublevel is selected as the current level in the Levels window), the persistent level is getting marked as ...

PostProcessSettings no longer has the Post Process Materials option

UE - Gameplay - Blueprint - Aug 29, 2017

In engine version 4.17 and later the Post Process Materials node is not present. This option allowed for custom Post Process Settings. Other nodes are still present and working as intended. This iss ...

Building lighting after map data is built dirties level

UE - Graphics Features - Oct 5, 2017

There is an issue occurring where after the map built data is made building lighting on a level causes the level to become dirty. this occurs even if anything in the level has not been changed excep ...

[SolidWorks] Complex assemblies will not import correctly

UE - Editor - Content Pipeline - Datasmith - Importer - Aug 25, 2018

Using Solidworks 2017 Service pack 4.1 the sldasm files only partially import. Instances, folders, and suppressed parts also mess up the import. Suppressed parts show up from different configuration ...

Push based fast array with net.PushModelSkipUndirtiedFastArrays not replicating across multiple PIE sessions

UE - Networking - Sep 19, 2022

The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...

Camera Shake can apply a new post process material every tick when post process material has "Is Blendable" disabled

UE - Anim - Sequencer - Mar 26, 2024

In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...

FD3D12BindlessResourceManager::GrowCPUHeap will cause GPU heap activation whether it's needed or not

UE - Rendering Architecture - RHI - Sep 11, 2025

The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...