Crash occurs when a Const Vector 4 and a Screen Position node are passed into a LERP then connected to the Result Node

UE - Rendering - Architecture - Materials - Oct 13, 2022

Tested in: //UE5/Release-5.1 CL22346211 Crashed with Assertion //UE5/Release-5.0 CL20979098 Crashed with Assertion Crash occurs when a Constant Vector 4 and a Screen Position node are passed into a ...

GetTeamAttitudeTowards is called before AI Controller can spawn and gets a null value

UE - AI - May 6, 2019

Licensee is experiencing an issue where GetTeamAttitude is being called before the AI Controller's Construction event. This results in the warning "GetTeamAttitudeTowards - Pawn is null!" being outp ...

Motion Controller Components Don't Track Motion Controllers

UE - Platform - XR - Jan 17, 2020

The motion controller component doesn't track motion controllers correctly. This worked in 4.23. If you create a VR template project and follow the repro steps this issue doesn't occur. This was t ...

Morph targets unable to find B Material

OLD - Anim - Aug 2, 2016

Morph targets are not changing colors in some instances and just not doing anything in others(1.1 in Content Examples - MorphTargets) The output log is spammed with: LogMaterialParameter: B materia ...

[DataLayer] Optimize Data Layer runtime state replication

UE - Engine Scaling - Streaming - Data Layers - Dec 7, 2023

[Link Removed]This issue occurs only when I have a lot of RDLs (I tested 2500 and 1600). I tested with 6 RDLs and had no issuesI also noticed in the server log an error when a lot of RDLs are presen ...

Autobrake feature in ChaosVehicleMovementComponent is stopping vehicle from sleeping

UE - Runtime - Simulation - Mar 5, 2025

In ChaosVehicleMovementComponent::CalcThrottleBrakeInput, autobrake is set when a vehicle is stopped - this means that when the car is virtually stationary, the BrakeOut inout parameter is always 1. ...

Blueprint Viewport Not Updating When Destructible Mesh Component is Assigned a Mesh

UE - Simulation - Physics - Destruction - Apr 18, 2016

When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...

nDisplay - UMG widgets sync

UE - Virtual Production - nDisplay - Nov 9, 2019

As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...

Console Command `Stat SceneRendering` is showing incorrect number of Lights in scene

UE - Graphics Features - Jan 8, 2016

When using the Console Command for Stat SceneRendering the Counter section for "Lights in scene" is not accurately listing the number of lights. In a 4.10 project an empty new level is showing 16 ...

Capsule Indirect Lighting with ILCQ Volume breaks on Skeletal Meshes when making Sublevel visible not in the current Camera Frustum

UE - Graphics Features - Apr 12, 2017

When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...