Changing TeleportRotationThreshold or TeleportDistanceThreshold at runtime fails to change teleport settings

UE - Simulation - Physics - Character - Jan 6, 2017

USkeletalMeshComponent::USkeletalMeshComponent() caches off the teleport values for later use and then ignores the exposed values entirely. This should not be the case. We either need to detect chan ...

Bright mesh outlines using Temporal AA with Gaussian Blur DOF

UE - Graphics Features - Feb 17, 2017

Since the last engine merge in FN Main, any mesh that silhouettes against DOF will produce a bright, halo like effect on the outside edge. The further away the background is from the silhouetted mes ...

Crash when moving actor on viewport with HierarchicalInstancedStaticMeshComponent.

UE - Gameplay - Components - Aug 28, 2017

Create ActorBP has StaticMesh is not assigned to HierarchicalInstancedStaticMeshComponent. Place this actor on the level, and bind the StaticMesh from the Detail tab and add the appropriate Instance ...

Crash when selecting ResizeMode "Invalid" of ChangeComponentSize on LandScapeEditor.

UE - LD & Modeling - Terrain - Landscape - Dec 21, 2017

check(0) is used in UpdateComponentCount () of LandscapeEditorObject.h. This looks like an intentional check, but there is a possibility that the user may mistakenly select it. ...

Contact shadow has box artifacts with backlighting for two sided Subsurface shading model

UE - Graphics Features - Shadows - Nov 14, 2023

See slack channel: [Link Removed] ...

Laser scan import: Importing E57 provides the "Operation failed" error

RC - Editor - Aug 21, 2024

Data: [Link Removed] I also tested other E57 files, and they were possible to import. This one is from RTC360.  [Image Removed] ...

Mutable custom versioning issue from 5.5->5.6

UE - Anim - Mutable - Sep 19, 2025

In 5.6, a handful of new entries in `FCustomizableObjectCustomVersion` were added, including `SetDisplayNamePropertyAsPinNameOfTableNodes`. Looking back at the history, `SetDisplayNamePropertyAsPinN ...

dtNavMeshQuery::findNearestPoly uses hardcoded array size

UE - AI - May 18, 2015

dtNavMeshQuery::findNearestPoly uses hardcoded array size which results in errors when search radius would require using more polygons then hardcoded the 128. ...

Having "Accurate velocities from vertex deformation" enables causes extreme blur on skeletal meshes

UE - Graphics Features - Jan 4, 2016

Having accurate velocities from vertex deformation enabled and a SceneCapture2D in the same project will create blurry skeletal meshes. I am unable to reproduce this with an Nvidia graphics card. T ...