Incorrect Velocity Calculation at Animation Sequence Transitions in Level Sequence

zComponent - Archive - Feb 18, 2025

When adding an Animation Track to a Level Sequence and placing Animation Sequences back-to-back without gaps, the velocity can be miscalculated at the transition between sequences. This issue occur ...

VALIDATE_UNIFORM_BUFFER_LIFETIME fails compilation

UE - Graphics Features - Jul 24, 2025

Also verified on Release-5.5.4 CL 40574608 ...

Deadlock in UAnimationSequencerDataModel::Evaluate where FScopeLock Lock(&EvaluationLock) blocks execution indefinitely

UE - Runtime - Animation - Nov 4, 2025

When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...

Clearcoat material behaves differently between 5.5 and 5.7

UE - Rendering - Graphics Features - Jan 16, 2026

Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...

Distance Field Artifact with Point/Spot Lights with Mesh scaled to 0 on XYZ

UE - Graphics Features - Apr 30, 2015

When using a Spot/Point Light with Distance Fields enabled and a mesh that is scaled to 0 on the XYZ will result in artifacts. ...

Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1

UE - Networking - Feb 4, 2016

Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...

Auto Align Floor to Mesh causes floor to align well below the mesh

OLD - Anim - Aug 28, 2015

NOTE: This is likely a known issue, but I could not find an existing bug for tracking Auto Align Floor to Mesh causes floor to align well below the mesh. Causes the mesh to float I've tried with ...

"Set Anim Instance Class" broken after using "Play Animation" node

OLD - Anim - Jul 17, 2015

After using a "Play Animation", the user cannot set the character back to using an AnimBP via the "Set Anim Instance Class" node. Workaround: Use two "Set Anim Instance Class" nodes. One to set i ...

Scaling multiple child components within a blueprint will cause their transform to malfunction

UE - Gameplay - Blueprint - Feb 17, 2016

If the user scales multiple child components and tries to move them it causes exaggerated movement. ...