"On List Selection Changed" Retrieves The Wrong Item When "Set Item Selection" is used.

UE - Editor - UI Systems - Jan 8, 2020

When a list view item in UMG is selected using "Set Item Selection" it will get the item of the first entry in the list or the last entry manually selected by the user. The correct item display nam ...

VR Template Project Doesn't Create SteamVRBindings Config Folder

UE - Platform - XR - Jan 8, 2020

When creating a basic VR Template project, setting the default map to Motion Controller map and exporting a Win64 build their is no SteamVRBindings config folder. I tested this with a Vive Pro and ...

Sphere Mask ArgInvHardness missing multiplication

UE - Rendering Architecture - Materials - Jun 27, 2025

Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...

360 videos with precipitation will get darker at times

TM - Rendering - Sep 19, 2025

Reported in SF [Link Removed] When exporting 360 videos with precipitation, there may be a noticeable darkening effect in the exported render that fades in and out. This effect is not present in th ...

Server RPC with struct param containing class reference does not pass parameter

UE - Networking - Apr 2, 2018

Class ref is not passed to server within the struct in UE 4.19. Instead, the default value is passed to the server. LogNetPackageMap: Warning: SanityCheckExport: CacheObject == NULL. NetGUID: 1, Ob ...

Typos in Array.h

UE - Foundation - Core - Dec 28, 2015

In Array.h, there are a few typos in comments. In 4.9.2 and 4.10, the typos occur at line 2335 and 2359. *@param InIntem Item to be added. In Main, the typos are located at lines 2471 and 2495. ...

Scalar Parameter versus Constant placed in Alpha of LERP produces inconsistent results in Blendable

UE - Graphics Features - Jun 8, 2015

When placing a Scalar Parameter into the Alpha position of a LERP you will not get the same results as placing a Constant Value when used in a Post Process Material. Constant Value of 0: [Image Rem ...

Kinematic in Physics Asset Overrides Bone Scale of Skeletal Meshes

UE - Simulation - Physics - Oct 7, 2020

In a character's Physics Asset, a bone that is set to Kinematic and its children will have a scale of 1 overriding the Skeletal Mesh's Scale Transform settings. When the root of the body is changed ...

Translucent Materials no longer reflect light when using Forward Lighting variable

UE - Graphics Features - Jun 7, 2016

Translucent materials are no longer showing light reflections in scene when using r.forwardlighting 1 with lights. This is a regression from functionality in 4.11.2. This no longer works with 4.12 ...

Blendspace Animation Lag for Morph Targets

OLD - Anim - Sep 11, 2015

Blendspace animations of morph targets play at a slightly but noticably different rate between the 4.8 and 4.9 version of the UE4. ...