Character Blueprint Cannot Execute Montage to Play at a Negative Play Rate

OLD - Anim - Aug 3, 2016

While an Animation Montage can be played at a negative play rate in Persona, the user cannot use the Character Blueprint to execute this action. ...

Precomputed Visibility no longer calculated on Landscapes

UE - LD & Modeling - Terrain - Landscape - Jun 24, 2015

Placing a Precomputed Visibility Volume around or through a landscape does not seem to calculate precomputed visibility for that landscape. This is a regression from behavior in 4.7.6. Also Tested ...

HISMC always shows lowest LOD

UE - World Creation - Worldbuilding Tools - Foliage - Nov 22, 2016

User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...

Copy and paste State in the state machine do not correctly refresh synced objects when it have transition rule(fraction)

OLD - Anim - Apr 12, 2017

Copy and Paste action in State machine do not generate correct info for "AnimGraphNode_SequencePlayer_20" Name for "AnimGraphNode_SequencePlayer_#" in the duplicated state is not changed to corresp ...

Actor being moved via sequencer has inherited velocity that ignores play rate scale

UE - Anim - Sequencer - Nov 8, 2019

When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...

GPU System will kill existing particles if activate is called after it has be deactivated

UE - Niagara - Oct 22, 2020

Deactivating and then reactivating the same GPU system will cause existing particles to die. ...

Runtime Virtual Texture primitives set to never render to main pass still cause occlusion queries

UE - Graphics Features - Mar 23, 2021

RVT only primitives are being pushed through the occlusion culling. It would be more efficient to not do that. ...

Pasting a component binding onto a Spawnable will not set up parenting correctly

UE - Anim - Sequencer - Aug 6, 2021

It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...

Ensure condition failed: bPlayingBackwards ? (CurrentPosition <= PreviousPosition) : (CurrentPosition >= PreviousPosition)

UE - Anim - Sequencer - May 10, 2022

The problem is caused by the animation sequence playback position being set out of range from Sequencer. The call stack is :  UE4Editor-AnimGraphRuntime.dll!FAnimSequencerInstanceProxy::UpdateAnim ...

Mesh Paint mode's Texture Paint has obvious artifact with UV seams

UE - Rendering Architecture - Oct 8, 2024

Mesh Painting Texture Paint tool can miss some pixels along UV seams, even with "Enable Seam Painting" set to True. This appears to be because of the difference between rasterization and sampling. ...