Uniform scaling in the viewport not working as expected when additive mode is enabled

UE - Editor - Verse Class Editor - Apr 2, 2022

The uniform scaling does not work as expected Repro Steps: 1) Add a cube to a level 2) Set the scale (X = 16, Y=9, Z=9) 3) Click the Lock icon to activate the Uniform Scale feature 4) In the viewpor ...

Large World Coordinates appears to not work for Niagara Mesh Particles

UE - Rendering - Features - Nov 28, 2024

When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...

Datasmith & mikktspace tangent cause entities to glow with lightmaps

UE - Editor - Content Pipeline - Datasmith - Exporters - Feb 22, 2019

The steps above are reduced to their simplest expression.  I appears that several customers complained about lightmap baking resulting in glowing objects.  This typically happens on interior door fr ...

Using Snap Rotation displays the Rotation wrong (or calculates the Rotation wrong and losses precision) when the Y rotation axis is 90 degrees

UE - LD & Modeling - Modeling Tools - BSP - Nov 7, 2019

Although the Details Panel shows the degrees wrong, the object seems to have done it's rotation correctly but not in the right degrees. It will rotate to the position specified but it goes the wrong ...

Changing the name of a native component results in a blank details panel

UE - Framework - Components - May 7, 2021

Much like [Link Removed] Closed (which I'm backing down on my by design claim), there is an issue where if you previously r ...

Crash when using Property Access node on Animation Blueprint (repro based on Lyra Starter Game animation layers)

UE - Runtime - Animation - Jan 24, 2024

When using the Property Access node on Animation Blueprints to gain performance by better exploring parallel processing, it is possible that the underlying accessed property or any intermediate acce ...

Layered Blend Per Bone nodes evaluate to 0.0 weight with Blend Masks when s.AsyncLoadingThreadEnabled is active in Editor

UE - Runtime - Anim BP - Aug 11, 2026

When starting the Editor, Layered Blend Per Bone nodes using Blend Masks inside dynamically linked Anim Layers completely ignore the blend pose (evaluating to 0.0 weight for all bones). Disconnectin ...

Crash loading sublevel that had name changed when it is unloaded.

Tools - Apr 2, 2019

Updated name of sublevel leads to crash when it is about to be loaded. ...

Incorrect macro definitions in VisualLogger.h

UE - Gameplay - Mar 28, 2018

UE_CVLOG_BOX, UE_CVLOG_OBOX, and UE_CVLOG_CONE have problems with their definitions. UE_CVLOG_OBOX calls UE_VLOG_BOX instead of UE_VLOG_OBOX All 3 of these macros also call their respective macro ...

Constraint to kinematic root body prevents skeletal mesh from sleeping

UE - Simulation - Physics - Mar 5, 2019

Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...