Regression with RecomputeTangents on SkeletalMeshes in 5.6

UE - Graphics Features - Jul 21, 2025

Licensee noticed a regression in 5.6 where the non-masked recompute tangents option doesn't work anymore. The option is called "Enabled with no mask" in 5.6 but "All" in 5.5. Under the hood, this se ...

Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting

UE - Gameplay - Aug 2, 2016

In the Preview Scene Settings, adjusting the Lighting Rig Rotation setting manually doesn't affect the lighting. It only affects the sky. ...

"Error Provision not found" even though the provision is present and valid in 4.13.1

UE - Platform - Mobile - Oct 31, 2016

A few users are reporting on the Answer Hub and in the Forums that they are getting the following error in their output logs: "Error Provision not found" even though the provision is present and va ...

FName no longer equals FName_None when constructed with a trailing underscore and digits in range of 1-9

UE - CoreTech - Apr 15, 2025

When an FName is created with a trailing underscore and any number of digits in the range of 1-9 the trailing digits are used as the internal number value for the FName lookup. This results in the F ...

The 'Add Movement Input' node no longer functions on a Default Pawn

UE - Gameplay - Apr 1, 2015

The 'Add Movement Input' node no longer functions on a Default Pawn. This worked in 4.5.1 & 4.6.1. ...

character movement velocity negatively affected by framerate

UE - Gameplay - Oct 28, 2015

Lower framerates directly affect the velocity of a character's movement if that velocity is provided by another source. ...

BP hierarchy change triggers incorrect map actor load warning: AttachTo: '{0}' is not static {1}, cannot attach '{2}' which is static to it.

UE - Framework - Blueprint - Apr 11, 2024

When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...

The cap of a sliced procedural mesh is not affected by lighting

UE - Gameplay - Jul 14, 2016

After slicing a procedural mesh, the cap on the sliced end does not seem to be affected by lighting. This can result in the end looking dark. ...

Animation retargeting adversely affects looping animations

OLD - Anim - Nov 21, 2014

Retargeting a skeleton to a looping animation results in the animation skipping at the end of the loop (Appears to miss 1 or 2 frames.) ...

A partially broken Geometry Collection ends up with garbage CollisionGroup data that can lead to strange behaviors

UE - Simulation - Physics - Destruction - Apr 27, 2025

A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...