Duplicating a Sequencer causes events from the original sequence to fire when the second Sequencer is ran

UE - Anim - Sequencer - Nov 13, 2018

When using a Sequence that is a duplicate of another, without changing the event names, the duplicate Sequence will still fire off the event from the original even if the values are changed. Changin ...

UMG Slider displays long or wrong percentages when Step Size is set to 0.1

UE - Editor - UI Systems - Apr 24, 2020

When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...

Virtual textures flicker if physical pool is oversubscribed

UE - Graphics Features - Feb 24, 2021

If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...

Movie Scene Capture - DX12 Render Artifacts and Delay

UE - Rendering Architecture - RHI - Jun 19, 2023

If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts.   However, the delay and artifacts do not appear when using ...

Bake Pose is not applied correctly when using LODSettings asset

UE - Anim - Rigging - Jul 16, 2025

The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...

Ensures in ChaosExamples_fracture map in ChaosDestructionDemo

UE - Simulation - Physics - Destruction - Jun 4, 2019

Ensures trigger when playing in the ChaosExamples_fracture map in the ChaosDestructionDemo project. The ensures seem to happen during different parts. A couple occurrences were when I triggered th ...

Setting NavModifierVolume's AreaClass at runtime does not result in navmesh rebuilding

UE - AI - Apr 23, 2015

The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...

Duplicating a Function Containing Add Child Actor Component Causes Changes Made to the Duplicate to be Saved to the Original

UE - Gameplay - Blueprint - Nov 9, 2015

When you create a function containing an Add Child Actor Component node, duplicate that function, and then change the Child Actor Class option in the duplicate, the changes are also saved to the ori ...

Execute Console Command r.SetRes Fullscreen breaks Dynamic Skylights when tied to Event BeginPlay

UE - Graphics Features - Apr 6, 2017

Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...

[CrashReport] UObjectBaseUtility::GetOutermost | FArchiveInvalidateTransientRefs::operator<<

UE - Gameplay - Blueprint - Sep 7, 2017

This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...