Unable to dynamically load an animation blueprint in a packaged game

UE - Gameplay - Jul 27, 2015

Dynamically loaded animation blueprints do not work within packaged product. Download the pre-made project from here: [Link Removed] ...

Restore state on animation in level sequence will stop all montages

UE - Anim - Sequencer - Feb 12, 2020

It looks like UnbindFromSkeletalMeshComponent stops all montages. This is called when the animation section restores its state.  https://udn.unrealengine.com/s/question/0D52L00004lun3ySAA/restore ...

A disabled Niagara component is respawned unexpectedly by scalability system in some edge cases

UE - Niagara - Scalability - Oct 17, 2023

Even after manually Deactivating a Niagara component, this Niagara component may be revived under certain conditions. This issue occurs when the following conditions are met before the Deactivated N ...

Visual Logger Timeline is not updated when Viewport is in fullscreen

UE - AI - Debugging - Jan 14, 2025

Context The Visual Logger is a powerful debugging tool to create and record visual representations, and allows people to review the data. Problem The problem is that it does not record things don ...

Child Animation Blueprint that inherits a Layer Interface can have the Layer Interface added a second time

UE - Anim - Runtime - Anim Blueprints - Mar 28, 2022

Child Animation Blueprint that inherits a Layer Interface can have the Layer Interface added a second time giving the impression changing the layers within the child will override them for the child ...

nDisplay is not linking correctly the Camera Components inside the nDisplayConfig.uasset with display viewports when their Projection Policy is set to Camera. This issue appears when a packaged game is launched from the Switchboard as "Packaged Game".

UE - Virtual Production - nDisplay - Jan 27, 2025

When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...

D3D12 Does Not Correctly Validate Static Uniform Buffers Correctly

UE - Rendering Architecture - RHI - Feb 12, 2025

When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...

Bug: Level Sequence OriginOverrideLocation not propagating to newly added nested ShotTracks

UE - Anim - Sequencer - May 14, 2025

Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...

Painted foliage in a level instance can be selected in Foliage mode if the level instance is in main level, and foliage is duplicated if moved.

UE - World Creation - Worldbuilding Tools - Foliage - Sep 16, 2025

Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...

Crash When Opening Static Mesh After Enabling Forward Shading And Disabling "Support Stationary Skylight"

UE - Graphics Features - Apr 17, 2017

After enabling forward shading and disabling "Support Stationary Skylight" opening a static mesh in the static mesh editor will crash the engine. REGRESSION? Yes Crash Did NOT occur in 4.15.1 CL ...