Linked Anim Graph With Mesh With Post Process BP Has Faster Animation Playrate

OLD - Anim - Jan 20, 2020

When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...

Inconsistent VSM page behavior around the Dynamic Shadow Distance range

UE - Rendering - Graphics Features - Shadows - Feb 17, 2026

When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...

Selecting a Struct variable when binding a property in UMG can cause an infinite number of selections

UE - Editor - UI Systems - May 5, 2015

If a struct with a Texture 2D variable is chosen when creating a binding for the brush it can create an infinite number of windows. Note: If done enough the editor will crash ...

The World Outliner doesn't refresh after Seamless Travel

Tools - Apr 27, 2015

The World Outliner doesn't refresh after Seamless Travel. Enabling any of the View Options will refresh the list to properly show the actors in the current level. Reproduced in 4.7.6 binary and Mai ...

P_GPU_particls_collision2 barely visible when rendering in OpenGL3

UE - Graphics Features - Aug 17, 2016

I first experienced this on my Linux machine using a P4 build. I checked it against Windows in DX11 and did not experience the issue. Afterwards, I followed the above repro steps and saw it was occ ...

Seamless travel not supported in single process warning while single process PIE is disabled

UE - Networking - Aug 23, 2016

I initially noticed this when I had it set to a single process, but the same error was occurring when I had single process turned off. To double check that Seamless travel was enabled I ran the con ...

A Blueprint containing a child actor component containing another Blueprint that derives from NavLinkProxy does not provide a nav path when a project is opened until paths are rebuilt

UE - AI - Jun 1, 2015

If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...

Cannot save blueprint using custom blueprint function library after a hot reload

UE - Gameplay - Blueprint - Dec 7, 2016

When a blueprint contains a function call from a custom blueprint function library, preforming a hot reload will prevent the blueprint from saving stating that the graph is linked to private object ...