Collision Profile Name variable gets reset on multiple select

UE - Simulation - Physics - Jun 20, 2017

When adding a variable of collision profile name type to an actor(as editable), its value gets reset when the instance becomes a part of multiple selection. ...

RemoveAxisMapping() removes axis mappings of the same key regardless of Scale value

UE - Gameplay - Jun 26, 2019

When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...

Unable to input with IME in widget component.

UE - Editor - UI Systems - Feb 12, 2020

Unable to input IME text in widget component, but able to input IME text in textbox like UMG designer.  It works fine until 4.21, however it wasn't able to work after 4.22. Workaround: void FSla ...

XR Planar Reflections lag behind VR headset movement

UE - Platform - XR - Mar 24, 2023

Planar Reflections lag behind VR headset movement [Link Removed] Reporting that reflection captures lag because they happen before late update is applied. Includes an experimental patch that fi ...

TakeRecorder does not add a track to a level sequence when niagara FX is spawned

UE - Anim - Sequencer - Mar 5, 2024

In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...

AnimToTexture vertex animation stutters on looping frame

UE - Anim - Gameplay - Aug 8, 2025

The AnimToTexture plugin generates an animated texture that results in a stutter when the animation loops. This looks to be related to the code in UAnimToTextureBPLibrary::AnimationToTexture which ...

Patterns On Landscape Spline Normals

UE - Graphics Tools - Terrain - Oct 31, 2025

On higher-density Landscapes, Landscape Splines can lead to patterned artifacts in the geometry normals. Also tested on //UE/Release-5.6, CL:45232827 ...

Cached State Machine is re-initialized whenever cached pose is referenced

OLD - Anim - May 19, 2015

This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...

Duplicating meshes in blueprint improperly place transform widget and initially does not appear in viewport

UE - Gameplay - Blueprint - Jun 24, 2015

If a mesh is duplicated within a blueprint components panel, it will be invisible in the viewport, the transform widget will incorrectly align itself and refrain from moving, and if the transform wi ...