Electra video playback fails if project or package is under multibyte characters path

UE - Media Framework - Sep 16, 2022

The URL parser encodes the input path to a URL-encoded path even if it is local, so if the path contains unicode characters (such as Japanese Kanji ), the media file cannot be read. Following worka ...

If LevelSequence ends during a shot that includes a CineCameraActor, Player Camera is not reset correctly

UE - Anim - Sequencer - Dec 13, 2022

Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. Issue occurs when sequence ends with shot, and if sequence is interrupted during shot. ...

Landscapes cause Vulkan crash related to GRHISupportsAttachmentVariableRateShading

UE - Rendering Architecture - RHI - Nov 7, 2022

Binary (Installed Build)//UE5/Release-5.1 @CL22986940 I encountered this same crash when creating a landscape twice, but was not able to consistently reproduce it with those steps. I figured out th ...

Cannot key font material for UMG Widget animations

UE - Anim - Sequencer - Sep 14, 2023

Asset referencing error on a Python Pipeline Asset

UE - Editor - Content Pipeline - Import and Export - Sep 18, 2023

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Shadow map z-fighting when using Overlay material

UE - Platform - Mobile - Jan 8, 2024

Landscape LOD behaviours is not working as expected (Its Calculation is not based on Sections anymore)

UE - Graphics Tools - Terrain - Landscape - Apr 10, 2024

"Components can optionally be divided into either 1 or 4 (2x2) subsections to increase the resolution of the Landscape. These subsections are the base unit of Landscape LOD calculation." From Doc ...

[Stream Cache][Assert] - UnrealEditor_Engine!FCachedAudioStreamingManager::RemoveReferenceToChunk() [AudioStreamingCache.cpp:701]

UE - Audio - Stream Caching - Mar 12, 2024

Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...

Instanced Static Meshes ignore max World Position Offset Displacement for bounds after UpdateInstanceTransform is called

UE - Graphics Features - Jun 18, 2025

When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...

Physics Asset loses skeletal mesh reference when skeletal mesh is moved to another folder

UE - Gameplay - Apr 10, 2015

When moving a skeletal mesh from one folder to another will lose the skeletal mesh reference in the Physics Asset. A warning message will appear. Picture attached. James: Do things like FStringAss ...