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

UE - Gameplay - Paper2D - 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 ...

GPU crash dump triggered with Intel H/HX processors

TM - Rendering - Oct 3, 2024

Some users have recently reported 'GPU crash dump Triggered' crashes launching, importing, or performing simple actions. Communicating with one user, general GPU TS has not helped(check for OS/drive ...

[Mootools Bug] 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 ...

Enum Compare Condition causes crash when resetting default value of right field in State Tree's Enter Conditions

UE - AI - StateTree - Feb 11, 2026

In FStateTreeCompareEnumCondition::GetDescription, the Left.Enum value is mistakingly used when setting the RightValue. This causes crashes when resetting the default value of the Right field in an ...

[CrashReport] UE4Editor_DetailCustomizations!`FBrushDetails::CustomizeDetails'::`2'::Local::OnClassPicked() [brushdetails.cpp:172]

Tools - Aug 29, 2017

This is a common crash that has occurred since at least 4.15 and affected more than 100 users. The callstack shares some similarities to [Link Removed], which was not resolved. User DescriptionsGo ...

Exposure Compensation in PP Has No Effect in Mobile LDR Mode

UE - Platform - Mobile - Jul 2, 2018

Tested in 4.19, 4.20 Preview, and 4.21 Main.  Per User: Lack of the ability to tune-up the Exposure Compensation makes the scene lighting look visually incorrect, especially in fully baked environ ...

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 - Visual - 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 ...

Switching modular control rig to FK mode breaks pose of controls that have been baked to rig

UE - Anim - Rigging - Control Rig - Sep 14, 2025

From the licensee:We have built a modular Control Rig in Unreal 5.6, and while IK to FK matching works correctly inthe rig, but we are facing an issue when applying mocap animation to the characters ...

Spawning Instanced Meshes with Multiple Collisions Produces Error Log Spam

UE - Gameplay - Jun 24, 2015

Constructing instanced meshes with multiple collision components spams the output logs with error messages. ...

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 ...