Corruption in rotating decal in TM-ShaderModels on iPhone 8 and X's

UE - Platform - Mobile - Oct 9, 2017

This particular decal is animated and has a Translucent decal blend mode This occurs on both iPhone 8 and 8 Plus (11.0.2) It does not occur on: iPhone SE, iOS 11 beta1 iPhone 7 Plus, iOS 10.3.2 ...

Niagara systems always compile on load.

UE - Niagara - Feb 1, 2019

GetCookedEnvelopeData Blueprint node does not work

UE - Audio - Oct 17, 2019

The GetCookedEnvelopeData Blueprint node does not output cooked audio envelope data when a Soundwave with enabled Amplitude Envelope Analysis is being played. Tested in 4.21 (CL - 4753647), 4.22.3 ...

Particle editor realtime mode disabled when play in editor

Tools - Jul 23, 2020

Particle editor realtime mode disabled when play in editor, while it's normal in UE4.24 ...

Transform gizmo behaves incorrectly in the Blueprint editor viewport if multiple child components are selected and their parent component is rotated 90 degrees around Z.

UE - Framework - Blueprint Editor - Nov 12, 2020

When multiple child scene components are selected and their parent is rotated 90 degrees about Z, attempting to use the transform gizmo will move the components in the wrong direction relative to th ...

Spawning a Spawnables to a sub-level on the sequencer will spawn to Persistent Level in the case of Editor

UE - Anim - Sequencer - Jan 18, 2021

This feature works fine on Runtime and is spawned to Sublevel. And, once we save the Level, it will be spawned actor to a sublevel even on the Editor. ...

Renaming a SkinnedMeshComponent onto a different owning actor will cause issues with FAnimUpdateRateManager

UE - Anim - Runtime - Aug 12, 2021

As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...

There's no motion blur on streaming GeometryCache

UE - Editor - Content Pipeline - Datasmith - Sep 28, 2021

UDN customer mentioned: "there looks to be support for motion vectors as exported from DCC apps (for rare cases like fluid sim), but regular in-engine motion vector calculation for regular motion bl ...

fbx Importer: Make sure the user has more feedback on the automatic import framerate

UE - Editor - Content Pipeline - Import and Export - Oct 4, 2021

If a user import a lot of animation in one fbx, the logic that compute the automatic framerate can diverge and hit a very high value. The maximum sample rate is 1920Hz which is very high,. The user ...