Delay Before Shot Warm Up introduces hitches

UE - Anim - Sequencer - Mar 29, 2019

setting a Delay Before Shot Warm Up can introduce hitches when rendering out a series of frames. ...

Crash when creating an animation

UE - Editor - UI Systems - Jun 7, 2019

The editor crashes when trying to add an animation key frame for the row fill setting for a grid panel ...

Set Component Tick doesn't work on Cascade Particle Systems

UE - Niagara - Jul 31, 2019

Changing the Component Tick Interval via Blueprints has no effect on Cascade particle system components. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P3 (CL - 7445012), 4.24 (CL - ...

Vulkan RHI when execute the node "Create Render Target 2D" when enabling the option "AutoGenerate Mip Maps"

UE - Rendering Architecture - RHI - Jan 11, 2021

Unreal Crash in with Vulkan RHI when execute the node "Create Render Target 2D" with the option "AutoGenerate Mip Maps" then execute "Draw Material to Render Target" Opening the project also opens ...

Linear Color Struct values are changed when upgrading from 4.26.2 to 4.27.1

UE - Gameplay - Blueprint - Dec 2, 2021

It seems that changing the value to something different than the default of a Linear Color Struct variable, results in the value being changed when upgrading the project to a new engine version. Thi ...

Sequencer Frames Render Black When Four or Less Frames Are Rendered

UE - Anim - Sequencer - MRQ - Apr 22, 2022

Occurs: 5/5 times **MRQ renders black frames when custom playback range is set to four frames or less. Regression does not occur: tested using //UE4/Release-4.27 @ CL 18429761 GH Note: Issue does ...

Client may receive failure message before ClientTravel RPC during non-seamless travel

UE - Networking - Aug 9, 2022

See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...

Unable to play replays with custom GameNetworkProtocolVersion set at runtime

UE - Networking - Sep 20, 2023

It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...

Split-screen players not rendering

UE - Graphics Features - Feb 11, 2015

When using the Create Player node to setup split-screen multiplayer, only the last player created will show properly. All other players experience render issues for their character and environment. ...

Collision on rolling ball template floor incorrectly affects player character

Docs - Samples - May 27, 2015

In the rolling ball template, the new floor meshes cause the player character to jump when the player has not pressed any jump commands. It occurs more often if the players movement has been increas ...