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 ...

Destructible cannot change collision profile at runtime via Blueprints

UE - Simulation - Physics - Destruction - Jan 6, 2015

DESCRIPTION: When attempting to change the collision profile of a destructible via Blueprints it will not set appropriately. The collision profile set via the details panel for the individual object ...

LiDAR plugin crashing with VR Instanced Stereo enabled

UE - Platform - XR - Jan 26, 2023

When enabling LiDAR plugin with VR Instanced Stereo enabled it causes a crash. Alternate repro: From Any project Enable Instanced Stereo in project settings Enable LiDAR Point Cloud Support Restar ...

AnimNotify Issue with LevelSequencer Actor with URO

UE - Anim - Runtime - Anim Blueprints - May 19, 2025

Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...

A static mesh far from the origin appears to wobble in PIE

UE - Rendering Architecture - Aug 3, 2023

It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...

Anamorphic Squeeze Factor causes a blocky Depth of Field issue on AMD Hardware

UE - Graphics Features - Jul 30, 2025

When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...

Updating a meshes UCX collision in an FBX will not reimport with the updated collision if it's been removed

UE - Editor - Content Pipeline - Import and Export - Jan 14, 2015

DESCRIPTION: When making a mesh with custom collision with the naming convention of UCX and exporting the FBX for use in UE4 the collision will import and update if any changes are made and reimport ...

GAS: GameplayEffect with RemovalTagRequirements in networked play triggers FScopedActiveGameplayEffectLock ensure

UE - Gameplay - Gameplay Ability System - Nov 3, 2023

Reported by multiple users. When in a networked session a GameplayEffect is automatically removed due to:a tag being added that's not allowed, or (TargetTagRequirements.RemovalTagRequirements.MustHa ...

Slow Actor ContainsDataLayer / HasDataLayers

AActor ContainsDataLayer Is Slow: Navigation builds are heavily slowed down by TObjectPtr to TSoftObjectPtr conversions when checking if DataLayerAssets contain Users discovered a huge time los ...

Changing setting in RecastNavMesh breaks "reference" to NavMeshBoundsVolume

UE - AI - Mar 1, 2019

When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...