ICVFX Editor: Last Entry Index of "Pre-Viewport Color Grading" shows "Entire Cluster" group data.

UE - Virtual Production - nDisplay - Mar 2, 2023

The ICVFX view is displaying parameters for the entire cluster when the group in the right-most index is selected. Its expected that the right-most index group should behave like every other group, ...

Raytraced reflection doesn't work with high roughness

UE - Graphics Features - Lumen - Oct 30, 2020

Even when the max roughness for raytraced reflections is set to 1, they seem to be blended away at far below that value. For projects (e.g. film,vfx) where quality trumps speed it would be valuable ...

Assertion failed after closing project on Oculus Mobile - Referencing AudioMixerSourceManager.cpp:300

UE - Audio - Apr 30, 2019

This assertion seems to occur when closing the project while a sound is playing on the device. Assertion failed: CommandBuffers[NextIndex].SourceCommandQueue.Num() == 0 [File:D:/P4Workspaces/Switch ...

Actors set to Spawnable are not trackable by a camera once they've spawned

UE - Anim - Sequencer - Jan 18, 2023

Tested in //UE5/Release-5.0 CL20979098 this is a regression. Attachment is of UE 5.0.3. Actors set to Spawnable are not trackable by a camera once they've spawned. The camera will track the actor w ...

UWorld::GetNetMode returns incorrect value during UGameInstance::StartPlayInEditorGameInstance

UE - Networking - Jan 19, 2023

During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...

Media Player can't continue to play after the progress bar is dragged.

UE - Media Framework - Nov 15, 2023

This bug occurs in 5.3 version. It's ok in 5.2 version. ...

An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated

UE - Gameplay - Blueprint - Mar 13, 2015

An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated. Reproduced in 4.7.2 binary and Main (//depot/UE4 ...

Blueprint based Procedural Foliage parameter changes not being reflected after resimulation

UE - World Creation - Worldbuilding Tools - Foliage - Jun 15, 2016

Frequency: 5/5 Procedural Foliage created via the Blueprint method only reflects parameter changes on resimulation if the parameter in the Blueprint has been modified then compiled. After that, you ...

Components added through blueprints behave differently than components added in the level

UE - Gameplay - Blueprint - Jan 18, 2016

Adding a component directly to a blueprint does not behave the same as a component added directly to a class/BP instance. Example: Calling AddRelativeRotation() on a mesh that is added directly to ...