Skeletal Meshes have physics collisions lag

UE - Simulation - Physics - Oct 2, 2019

Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...

Cloth Simulation Doesn't Work When Clothing Data Is Applied Before Being Painted

UE - Simulation - Physics - Character - Jan 17, 2020

When clothing data is applied before painting the influence on the section the cloth doesn't simulate. I tested this using the Paragion: Twinblast actionhero skeletal mesh asset. Found in 4.24.1 C ...

The base color of a material in unlit mode changes when specular amount is above 0.0

UE - Graphics Features - Feb 24, 2020

Material's RGB base color values are changed in Unlit mode when specular is greater than 0.  User repro video:  [Link Removed] Tested in: 4.23.1 CL#9631420, 4.25 CL#11574810 ...

Unable to replace variable refs in functions with input parameter variables

UE - Gameplay - Blueprint Editor - May 4, 2020

User is not able to replace a variable reference in a function with an input parameter of the same type. ...

(DX12) Groom simulation crashes GPU when viewport gets hidden and unhidden

UE - Graphics Features - Jun 4, 2020

 Should be related to Groom hair simulation (doesn't crash if hair sim is disabled) Also attaching log files from licensee if that's helpful. ...

Light rendering becomes broken when at a distance of ~1000000 from origin

UE - Graphics Features - Oct 7, 2020

Tested at X=20,000 with no issue Tested at X=500,000 with no issue Tested at X=1,000,000 issue occurs NOT A REGRESSION ...

Crash When You Add Get Landscape Material Node

UE - LD & Modeling - Terrain - Landscape - Oct 7, 2020

After staring a new, blank project, and adding a generic blueprint actor, the editor crashes after you add a "Get Landscape Material" Proxy to the event graph within the blueprint. ...

[Reverb Effect] - Deactivate Reverb Effect Blueprint Doesn't Deactivate Reverb

UE - Audio - Aug 11, 2021

When deactivating a reverb, it's removed from the Activated List, but doesn't get removed from being the active reverb. Confirmed occurs in 4.27 and 5.0 ...