Delay when entering text into EditableText using Microsoft IME after switching between half-width and full-width characters

UE - Editor - UI Systems - UMG - Jul 14, 2023

When adding text after switching from half-width to full-width input using Microsoft IME, there may be a delay of about 3 seconds before the text can be entered correctly. This is supposed to occur ...

The "Make Static Mesh" feature for skeletal meshes does not account for disabled mesh sections.

UE - Anim - Rigging - Skeletal Editor - Dec 11, 2024

The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...

RootMotionModifier_SkewWarp bug

UE - Anim - Gameplay - Mar 6, 2025

In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...

Auto Exposure Compensation Curve issue when switching from Manual to Histogram

UE - Rendering Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...

GeometryCollection clustered by ClusteredGroupIndex does not respect child's gravity setup

UE - Simulation - Physics - Mar 7, 2024

Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...

Pressing the "Show Inactive" button in the material instance editor did not display groups that did not contain the active parameter

UE - Rendering Architecture - Materials - Aug 1, 2024

When pressing the "Show Inactive" button in the material instance editor, all material parameters are supposed to be displayed in the EditorUI. This is not the case, only some of the parameters are ...

Incremental GC vs Loading Screens deadlock

UE - CoreTech - Sep 5, 2024

A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that:  -------------- ...

Virtual Bone caused nanite skinned mesh crash

UE - Graphics Features - Nanite - May 31, 2025

When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...

Dormancy validation log warnings when COND_Never property changes

UE - Networking - Jun 2, 2023

FRepLayout::DiffProperties doesn't check if the property's conditions is COND_Never or if the Parent Cmd's flags have the ERepParentFlags::IsLifetime flag (which FRepLayout::InitFromClass doesn't se ...