Snapping key frame past the 2nd set of keys will make those keys invisible

UE - Anim - Sequencer - Aug 29, 2016

Snapping key frame past the 2nd set of keys will make those keys invisible ...

Setting the sequence of a Level Sequence Actor after playing a sequence with an event will crash if played

UE - Anim - Sequencer - Mar 9, 2023

The editor crashes trying to find an event on the other level sequence when playing back the new one. ...

If Import animation is not enabled then morph targets will not be imported even if the model has them.

UE - Editor - Content Pipeline - Import and Export - Feb 1, 2017

Importing an asset with morph targets enabled, but with import animation disabled does not import morph targets. Note: if you open the asset and press re import the asset's blend shapes will reimpo ...

To Front control on Sequencer in Multi User editor will not pause playback

UE - Virtual Production - Media - May 10, 2023

This may be specific to how the media playback is handling playback. [Link Removed] ...

Skeletal meshes with recently generated LODs will not change LODs in viewport

OLD - Anim - Feb 15, 2017

REGRESSION No Skeletal meshes that have recently had LODs auto-generated in the editor will not change LOD levels in the level viewport. This only occurs when the user is NOT playing or simulating ...

Surface Material's AO will show through a Decal when static lighting is disabled

UE - Rendering Architecture - Materials - May 31, 2023

A surface's Ambient Occlusion will appear through a decal when static lighting is disabled in project settings. Regression tested against //UE5/Release-5.0 CL 20979098 //UE5/Release-5.1 CL 23901901 ...

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. ...

Ribbon Type Particles will not follow Local Space Particles when assigned as Source

UE - Graphics Features - Oct 28, 2015

When set to use another Emitter's Particles as Source, Ribbon Particles ignore movement of particles in the world if they (the source particles) are set to local space. [Image Removed] ...

Disabling Auto Recompile Blueprint will cause a warning even if all blueprints are compiled

UE - Gameplay - Blueprint - Apr 6, 2016

The user still gets the warning that the user need to recompile blueprints (even though none exist) when auto recompile blueprints is turned off. ...