Decals Normal only + Material Attributes

UE - Graphics Features - Mar 24, 2023

This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...

FRuntimeFloatCurve in datatable causes editor crash

UE - Editor - Apr 24, 2024

Inside SCurveEditor::ZoomToFitHorizontal and SCurveEditor::ZoomToFitVertical, the program navigates through a TArray<FRealCurve*> called CurvesToFit in a for each loop. Inside the for loop, if the p ...

Crash in RHIBreadcrumbs during loading of Bundled PSO Cache if capturing an Insights trace on Win64 Development

UE - Rendering Architecture - RHI - Feb 17, 2025

When compiling a PSO, RHI Breadcrumbs can be fed a bad FRHIBreadcrumbNode, resulting in reading random memory and crashing during the recursive node iteration. This only happens when tracing. The i ...

UGameUserSettings::ValidateSettings fails to wipe GameUserSettings.ini

UE - Framework - Mar 4, 2025

When changing the version in UGameUserSettings, the expected behaviour is that GameUserSettings.ini will be wiped/delete and then regenerated. The actual behaviour is that within the ValidateSetting ...

PoseSearch Query is flipped 180 degrees 1 frame after a capsule/actor rotation happens.

UE - Anim - Gameplay - Sep 3, 2025

Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...

Control Rig Box Selection Innacurate

UE - Anim - Rigging - Control Rig - Nov 17, 2025

When useing marquee select on controls in the rig, their on screen size determines how likely they are to be included in the selection which isn't a reliable enough method for animators. Our workaro ...

Poseable mesh incorrectly rotates if "Set Bone Rotation by Name" is used in construction script

UE - Gameplay - Sep 21, 2015

Using "Set Bone Rotation by Name" in the construction script of a blueprint using poseable meshes incorrectly rotates the mesh. ...