MoviePipeline: ExecutorJob UserData field lost on Queue Load

UE - Anim - Sequencer - MRQ - Jan 6, 2023

I didn't check with the debugger, but I suspect this is caused by: void UMoviePipelineExecutorJob::OnDuplicated_Implementation() { UserData = FString(); When the queue is loaded, each job is dupl ...

Mismatch of light position and PerObjectProjectedShadows

UE - Graphics Features - Jul 23, 2024

Per-Object shadows cast by a stationary point light do not appear in the correct place on movable geometry. ...

NiagaraSystem with EniagaraGpuComputeTickStage::PostInitViews rarely crashes due to multi-thread race conflicts

UE - Niagara - Mar 1, 2025

NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...

TMap "Categories" meta propagates into structs it shouldn't apply to

UE - Gameplay - Gameplay Tags - Sep 22, 2025

When using TMap with "Categories" meta UPROPERTY tag for gameplay tags, it propagates into structs that it shouldn't reaching into. The expectation is that it would only impact the layer of gameplay ...

TSparseArray NatVis visualizer doesn't work for arrays that use TInlineSparseArrayAllocator

UE - Foundation - Cpp Tools - Nov 6, 2025

The NatVis visualizer allows many custom Unreal types to be displayed in a helpful manner inside the Visual Studio watch window. One such type is TSparseArray. Under normal circumstances, visualizin ...

Ensure triggered by level blueprint when Play as Listen Server is set

UE - Gameplay - Blueprint - Jul 14, 2015

When Editor Multiplayer Mode is set to Play As Listen Server the editor will trigger a breakpoint on exiting PIE if any event is ran though the level blueprint ...

Splitting a struct in an Anim Blueprint does not work

OLD - Anim - Mar 23, 2015

In an Anim BP, splitting the transform structs of a Transform (Modify) Bone node causes the node to be come non functional. Transform components must be combined in order for the node to work. EX ...

FBX files with multiple Meshes with only 1 unwrap per mesh will have invalid Light Map coordinates assigned

Tools - Jun 8, 2014

An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...