Crash in UE::Anim::Attributes::InterpolateAttributes when enabling URO on B_Hero_ShooterMannequin in LyraStarterGame

UE - Anim - Runtime - Sep 2, 2022

From a UDN user: [Crash] Update Rate optimization enabled on b_hero_shootermannequin in LyraStartergame crashes Hello,I haven't dug in to it yet, but with the Lyra Starter project if you enable ...

Timer significantly lowers FPS as compared to tick running the same function

UE - Gameplay - May 1, 2015

Timers set to a low time setting, but that are not set lower than tick, have a significant impact on FPS as compared to tick when updated a large number of objects at the same time. ...

If a data table row has been modified, two clicks on another row are required to switch

Tools - Nov 8, 2016

The row selection doesn't update on the first click if the previously selected row had been modified. This is likely because we cache the selected row before updating the data table to reflect the n ...

Certain combinations of 'bRenderStatic' and 'bNoSkeletonUpdate' on SkeletalMeshComponent produce undesirable behavior.

UE - Graphics Features - Aug 7, 2019

Issues observed:  - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...

Activating physics on a component will break movement for the component

UE - Gameplay - Aug 4, 2015

Setting simulate physics for a component of an actor will cause that component to not react when the actor root is updated. ...

Inconsistent mouse behavior in PIE vs Standalone

UE - Editor - UI Systems - Slate - Jun 9, 2017

Mouse is less responsive in standalone than in PIE. Ex: When reading the mouse position, the position isn't updated as often as when in PIE. ...

Nesting a Structure in another Structure results in a 'Cannot parse value'

UE - Gameplay - Blueprint Compiler - Jun 28, 2022

This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Nesting a Structure in another Structure results in a 'Cannot parse value' until the data value is updated. If the second structure is ...

Replicated timeline may not call Finished event on client

UE - Networking - Dec 9, 2025

It seems this can happen if the timeline component on the client receives an update from the server for the final position of the timeline, causing it to be set as no longer playing before it has a ...

BP structures added as local variables do not retain default values

UE - Gameplay - Blueprint - Jul 31, 2015

Adding a BP structure as a local variable to a function in a UMG widget graph will display the correct default values in the editor, but zero out to per-element defaults at run time. Update: Other ...

Crash on Linux when starting Editor in Turkish

UE - Platform - Linux - Jun 4, 2018

Attaching a screenshot of the crash through command line. I was unable to get a callstack or an updated log as they didn't get generated/updated. I tested this using the command '$ ./Engine/Binari ...