Setting "Is Enabled" via the animation timeline in UMG does not appear to work at runtime

UE - Editor - UI Systems - Jun 10, 2016

Setting "Is Enabled" via the animation timeline in UMG does not appear to work at runtime ...

ChildActorComponent (SkeletalMesh) goes into tpose when calling SetChildActorClass

OLD - Anim - Mar 19, 2018

There is an issue occurring where when updating an animation of a child actor by setting the Child actor class, the animation will flash the skeleton in a T-Pose before continuing with the animation ...

ShaderCacheTool build fails

UE - Graphics Features - Oct 25, 2017

In 4.18 and 4.19, it is no longer possible to build the ShaderCacheTool. REGRESSION: Yes. The ShaderCacheTool builds successfully in 4.17.2. It looks like the missing MergeShaderCacheFiles property ...

CLONE - ShaderCacheTool build fails

UE - Graphics Features - Nov 20, 2017

In 4.18 and 4.19, it is no longer possible to build the ShaderCacheTool. REGRESSION: Yes. The ShaderCacheTool builds successfully in 4.17.2. It looks like the missing MergeShaderCacheFiles property ...

Particles: SetFloatParameter not always having an effect

UE - Graphics Features - Oct 7, 2015

A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...

Grandchildren of UDataAsset are not properly registered by the Asset Manager

UE - Gameplay - Sep 19, 2017

Any child class of UDataAsset (parent) will properly be picked up when the Asset Manager's Asset Base Class" field is set to the appropriate class. However a grandchild class (Child) with the same ...

MakeMaterialAttributes and LandscapeLayerBlend produce unexcepted results for WorldPositionOffset

UE - Rendering Architecture - Materials - Nov 8, 2021

For comparison, this issue doesn't seem to occur when recreating the setup with Set Material Attributes/GetMaterialAttributes. It seems isolated to the Make/Break nodes. ...

Mobile Preview - Custom Stencil 4.23 Regression

UE - Platform - Mobile - Oct 25, 2019

Regression when using custom stencil with in-editor mobile preview. This does NOT reproduce in MAIN at CL 9730599 ...

Skeleton mesh with hair strands material will lead to unnecessary draw call submissions

UE - Graphics Features - Mar 27, 2025

Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...

Math Expression Node produces error if it calls a variable located within a hidden variable category

UE - Gameplay - Blueprint - Jan 29, 2016

The math expression node in blueprints does not recognize variables that have been hidden within a blueprint category. ...