Deadlock in UAnimationSequencerDataModel::Evaluate where FScopeLock Lock(&EvaluationLock) blocks execution indefinitely

UE - Anim - Nov 4, 2025

When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...

Oculus Plugin Content - Oculus RiftS Controller - Roughness Mask not connected in material

UE - Platform - XR - Jul 31, 2019

New Material for the new RiftS/Quest controller meshes does not have roughness mask connected. With roughness connected controller looks better (Shiny buttons, Matte Grip) but I want to call out a ...

Crash After setting Default Text Material Opaque as a Dynamic Material Instance in the construction script

Tools - Apr 19, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Fatal error: [Link Removed] [Line: 1829] /Game/ThirdPersonBP/Maps/ThirdPersonE ...

Single sided complex collision mesh collision blocks character movement from backside

UE - Simulation - Core - Nov 17, 2023

Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...

Setting Is Closed on an Instance of a Spline's Details Returns False in the Actor's Construction Script

Tools - Oct 3, 2016

When attempting to get the value of Is Closed on an instance of an actor's spline component, the value is always false during construction of the actor. On Begin Play, the Is Closed value returns t ...

TVOS - Adding Game Center image assets causes build script error

UE - Platform - Mobile - Nov 25, 2019

"We are trying to add required Game Center assets to our Apple TV project. We are using the source code version of UE4. It seems that the editor UI does not support adding the Game Center leaderboar ...

Network Prediction plugin: dispossessing a client pawn results in repeated sim input

UE - Gameplay - Apr 1, 2022

After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn.   For example, a client player may be holding down continuous inp ...

Map Get Node Pins In Niagara Module Scripts Can't Search For Standard Data Types

UE - Niagara - Mar 16, 2020

This wasn't like this in 4.24 (see attached images). If you create a variable Engine.Owner.Position the search will find it however. Found in 4.25 Preview 2. Reproduced in 4.26 Main. ...

CreateDynamicMaterialInstance will pull from the base rather than overridden mesh on SkinnedMeshComponent when run from construction script

UE - Framework - Blueprint - Feb 6, 2025

When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...

[Audio Gameplay Volumes][Google Resonance] - Resonance Plugin Reverb Settings do not work on AGVs

Audio-Gameplay-Engineering - Oct 18, 2022

Resonance Reverb Effects are not working on Audio Gameplay Volumes. They are working on legacy Audio Volumes.  ...