MRQ - Long text comments in the MRQ burnin takes multiple frames to properly format

UE - Anim - Sequencer - MRQ - Jan 18, 2025

Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...

Self Shadow enabled causes shadow artifacts

UE - Graphics Features - Sep 4, 2015

Shadow artifacts will appears when the camera is moving towards a character or if playing will appears with the character if Self Shadow is enabled for the character. Sample video and image attache ...

Hang and Memory Spike when you create an endless loop in AnimBP Event Graph

OLD - Anim - Oct 27, 2015

Hang and memory spike (that doesn't go away) when you create an endless loop in AnimBP. Blueprints have a safeguard against this when you try to PIE with an endless loop, but I think the Animation ...

Memory leak in Shootergame

Docs - Samples - Jul 27, 2015

Memory leak when leaving Shootergame open for extended sessions. ...

Importing skeletal meshes with uniform scale >1 causes rotation in skeletal mesh editor to improperly register

OLD - Anim - May 11, 2015

If a skeletal mesh is imported with a uniform scale of >1, the rotation feature in Persona will not rotate bones at the proper ratio. The meshes rotation will slow down as the uniform scale increase ...

Open a level that contains instanced meshes (with built lighting) will crash the editor

UE - Graphics Features - Mar 14, 2015

Open a level that contains instanced meshes will crash the editor. Per the users description, the level must have had lighting built and then another level loaded or the editor restarted. Once the ...

Foliage deleted in 4.6 and 4.6.1 appears in 4.7

UE - World Creation - Worldbuilding Tools - Foliage - Dec 23, 2014

Foliage that has been deleted in 4.6 will return when a project is migrated to 4.7. ...

LIVE: Beam Particle Systems distort if camera is placed along the tangent's axis

UE - Graphics Features - Nov 5, 2014

A Beam Particle System that uses a tangent in its source and target setup will distort if viewed from along the tangent's axis. (See attached Picture) This hold true for all 3 axis . ...

Framerate stutter with Smooth Framerate set to 60/60 and in Fullscreen

UE - Graphics Features - Mar 4, 2015

With a locked Smooth Framerate of 60 Min / 60 Max and in Fullscreen Standalone mode, there is a transparent bar like stutter in the framerate that runs through the playing cinematic. Also Reproduce ...

The mouse is restricted to the window bounds after Resuming from the Menu in the Blueprint_HUD level of Content Examples

Docs - Samples - Dec 29, 2014

After Resuming from the Menu in the Blueprint_HUD level of Content Examples, looking around with the mouse is restricted to the window bounds. Clicking inside the viewport resolves the issue. ...