Crashes when attempting to use an Instanced Struct inside Control Rig / Rig VM

UE - ACT Character - Control Rig - Mar 17, 2025

Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...

Shadow flicker with dynamic lighting at low cascade levels when FOV changes

UE - Graphics Features - Sep 1, 2017

When using low shadow settings there is a flicker that occurs when changing a camera FOV, the flicker will end as soon as the FOV has finished adjusting to the new FOV. This can occur when:Using a ...

Consistent Crash using Cinematic Viewport on Linux

UE - ACT Character - Sequencer - Aug 13, 2026

We are getting multiple crashes on 5.8.1 when trying to use the cinematic viewport on Linux, the most consistent way it's been reproduced is by clicking on the blue frame number to the left of the c ...

ServerTravel command doesn't work in PIE using seamless travel

UE - Gameplay - Aug 19, 2015

The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...

Setting multiple identical actors to replicate movement will crash on PIE with multiple players

UE - Networking - Jan 28, 2015

If ten or more of the same actor in a level have the "replicate movement" checkbox set to true, the editor will crash on PIE if the number of players is set to 2 (or with 1/2/3 players if dedicated ...

Montage keyframes calculation error

OLD - Anim - Apr 28, 2016

Animations are not showing proper length when converted to Montage. Up to 98 frames (AFAIK) when converted to Montage, the Montage will show the correct number of keys. However, a 100-frame anima ...

UE4Editor modules file is not written to properly when packaging a plugin

UE - Foundation - Cpp Tools - Plugin System - Apr 8, 2019

The modules file that is generated when packaging a plugin appends a number to the end of the .dll reference, similar to hot reload modules. This causes the reference to refer to a nonexistent file. ...

Trying to chord two buttons already mapped to actions to fire a third action when both are actuated fails.

UE - Gameplay - Input - Apr 14, 2022

We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...

.mp4s cannot be played in default projects in UE5.

UE - Media Runtime - Media Framework - Apr 6, 2022

In UE4 (using DX11), WmfMedia was able to play .mp4 files by default. However, WmfMedia doesn't support playing .mp4s in DX12, which is what is used in UE5. Electra can handle playing .mp4s in UE5, ...

Merge Actors Tool Simplifies Nanite Meshes

UE - Engine Scaling - Streaming - Merge Actor - May 19, 2023

Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...