Material Layers "swap" location instead of shift downwards.

UE - Rendering Architecture - Materials - Oct 17, 2023

Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...

MRQ Linux/Mac - Log Spam: Unable to statfs('/render_output_path.{ext}')

UE - Virtual Production - Tools - MRQ - Dec 20, 2023

When rendering with MRQ on Linux and Mac (not Windows), there is a lot of statfs log spam that appears repeatedly during the render: LogCore: Warning: Unable to statfs('/render_output_path.{ext}' ...

CommonUI Analog Cursor + Enhanced Input triggers cause Gamepad Face Button Bottom triggers to get stuck when alt-tabbing

UE - Gameplay - Input - Jun 18, 2024

Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...

bStaticWhenNotMoveable in Lighting category instead of Physics

UE - Simulation - Gameplay - Oct 24, 2025

"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...

Sequencer - When a subsection has negative play rate, any nested sub-subsections fail to evaluate

UE - Anim - Sequencer - Jul 3, 2025

Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...

Assertion thrown while deleting a Curve from a Control Rig asset - DetailsViewWrapperObject.cpp: 231

UE - Anim - Rigging - Control Rig - Apr 1, 2022

Assertion thrown while deleting a Curve from a Control Rig asset.  ...

Ensure when closing PIE during Level Sequence playback with spawnables in a streamed level

UE - Anim - Sequencer - Nov 16, 2020

When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor.  ...

Ensure When Pasting Timeline Node that was Previously Connected to a Node into a Function

UE - Gameplay - Blueprint - Nov 4, 2016

An ensure is occurring when pasting a timeline that was once connected to a node into a function in blueprint. Regression: No, this also occurs in 4.12.5. ...

Cooked content results in crash on launch of QAGame.exe

UE - Graphics Features - Feb 22, 2019

Seems to be an issue with how the cooker is calling the contents of TM-ShaderModels. ...

Failed to register input back buffer crash when opening a project with PixelStreaming on Windows 7

PixelStreaming - Sep 19, 2018

Projects crash upon opening with the PixelStreaming plugin enabled. ...