Flickering Meshes after removing HISM instances

UE - Graphics Features - Aug 2, 2018

Removing HISMs in a packaged project causes meshes to remain and flicker in a packaged project. (Inclusive Nativization is enabled in test project, but issue occurs with nativization disabled as we ...

Apex Destructibles are not properly rendered

UE - Simulation - Physics - Dec 16, 2019

For Apex Destructible components, the un-fractured mesh rendered for each asset is the same and disappears when the component fractures, despite the physics bodies being correct. ...

Game does not have focus at launch

Tools - Mar 31, 2015

When running a game in PIE, standalone, or package the game does not gain initial focus. User must click inside the game window to enable input. ...

Animation timeline shows black when only animating the opacity of a widget (regardless of the the color setting in that widget)

UE - Anim - Sequencer - Jul 13, 2015

This is something that needs to be solved at the color track level in sequencer, we need to be showing current values in place of 0,0,0 for the things that are not animated. When animating just the ...

Skeletons don't cook in a deterministic way

OLD - Anim - May 11, 2017

The "Rifle_Skeleton" asset in ShooterGame doesn't cook deterministically, and as such is always included in patches. Possible regression of [Link Removed] ...

Exclusive Nativization Method will nativize unselected struct blueprints

UE - Gameplay - Nov 20, 2017

When the Project Nativization method is set to Exclusive, packaging the project will cause any struct blueprint (UUserDefinedStruct asset) to be nativized, without actually setting nativization on t ...

Failed assertion on creating a basic chaos geometry collection and PIE

UE - Simulation - Physics - Jan 23, 2020

User encounters a failed assertion when trying to create a simple geometry collection from a box ...

Particle System Components don't inherit owner's time dilation

UE - Niagara - Feb 7, 2020

This is a regression introduced by the particle system manager. It does not account for the owning actor's time dilation when ticking the particle system components.  ...

MoviePipeline: HighRes Tiling feature crashes at high resolutions

UE - Anim - Sequencer - MRQ - Jan 4, 2023

If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...

Cracks in Nanite Tesselated Landscape

UE - Graphics Features - Nanite - May 13, 2024

Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...