Sequencer Sub Sequence cannot play back from Master Sequence at a Time Scale under "1.0"

UE - Anim - Sequencer - Dec 13, 2018

Sequencer Sub Sequence cannot play back from Master Sequence, when the Property Time Scale is set to numbers under "1.0" ...

Imported animations don't import correctly when using same import settings as skeletal mesh it's based off

UE - Editor - Content Pipeline - Datasmith - Importer - Jul 10, 2019

When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...

Memory leak in Test build when moving ISM with UpdateInstanceTransform

UE - Graphics Features - Jul 20, 2020

This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...

HideCategories metadata does not hide native Component categories when viewing the root actor

UE - Gameplay - Blueprint Editor - Aug 4, 2020

Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details.  ...

Decal Fading parameters are completely broken

UE - Graphics Features - Sep 20, 2020

Replace with child on subtree of the NamedSlot is broken after reloading a widget.

UE - Editor - UI Systems - Apr 5, 2021

"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...

Placed level instance causes "!ActorInstanceGuid.IsValid()" assertion after changing WorldSettingsClass

UE - World Creation - Worldbuilding Tools - Level Instances - Nov 13, 2023

Resaving the level using ResavePackagesCommandlet is a workaround. ...

World Position is incorrect when used to control the opacity mask in a nanite spline mesh

UE - Graphics Features - Feb 20, 2025

When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...

Masked material using virtual textures covering a decal will result in black pixels

UE - Graphics Features - Nanite - Mar 31, 2025

Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...

Regression for UPROPERTY specifier causing crash ("Template Mismatch during attachment") during PIE

UE - Foundation - Core - Jun 19, 2015

If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...