Editor Freezes after the user attempts to set a NewSpriteAtlasGroup to an imported sprite

UE - Editor - Content Pipeline - Apr 19, 2023

By setting an Atlas Group to a newly created sprite, the editor freezes. This feature is most important, even if this issue can only be reproduced by a minority of users. Repro rate: 5/5 Notes:No ...

SKP Import - Applied texture maps from previous Twinmotion versions are lost after reimport in TM 2025.1.1

TM - Interoperability - May 8, 2025

Reported in SF [Link Removed] For SKP imports that were added to a file in a previous version of Twinmotion, when the .tm file is concerted to and opened in TM 2025.1.1, if the SKP model is re-impo ...

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 ...

It's possible to create a locked state on a rigidbody by creating a TransientField that will keep the rigdbody Sleeping even after it leaves the Field's area of influence

UE - Simulation - Physics - Sep 5, 2024

The licensee found a way to lock the state of a rigidbody as PBDRigid->ObjectState() == EObjectStateType::Sleeping by subjecting it to a particular transient field composed of a RadialFalloff and a ...

Root Motion (RMFE) - Blend with cached pose causes inaccurate root motion

UE - Anim - Gameplay - May 28, 2015

With Root Motion From Everything enabled, a Blend node gives different results when feeding it Animation Sequences directly or when first using a Cached Pose. *Simple test project attached Two sce ...

Translucent materials with tessellation

UE - Graphics Features - Oct 3, 2017

When using a material with a translucent blend mode, you can not use the lighting modes "Volumetric PerVertex NonDirectional", or "Volumetric PerVertex Directional" and the Tessellation settings "PN ...

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 ...

Compute shader TAADilateVelocity crashes on macOS

UE - Platform - Apple - Oct 14, 2021

Summary A licensee recently integrated the Oceanology 5 plugin from the marketplace and it triggered a crash on macOS/Metal.Platform The licensee is running macOS Bit Sur 11.5.2 on an AMD Radeon Pro ...

StreamableManager does not apply CoreRedirects to loaded paths

UE - Framework - Jun 12, 2025

When loading soft object paths directly, it applies any important CoreRedirects by calling the function FixupCoreRedirects if the initial load attempt fails. In the repro steps, this will apply this ...

WP HLOD Crash on Small Cell Sizes

UE - World Creation - Worldbuilding Tools - HLOD - Jan 8, 2024