Merging actors with two-sided materials produces incorrect results

UE - World Creation - Worldbuilding Tools - Merge Actor - Feb 24, 2020

Merging two actors using a two-sided material produce incorrect results. Notes: Tested with "Allow two-sided material" on and off, the same result is produced. The same issue can be seen when ge ...

Color picker does not change the color of a Vector Parameter in a Material Instance until the mouse button is released

UE - Graphics Features - Mar 11, 2020

This is a regression from 4.23.1 (CL-9631420). The color picker does not update in realtime anymore when holding down the left-mouse button. Only on mouse-release does it update. This was reported ...

Exporting a UE4 Animation into Maya results in wrong skin weight

UE - Editor - Content Pipeline - Datasmith - Importer - Apr 21, 2020

UE4 Mannequin animations are not exporting/importing correctly into Maya. The right hand is bulkier and the left shoulder is dislocated. This was reported and tested in 4.23.1 (CL-9631420). this w ...

Time Synth fails to play 96KHz audio clips

UE - Audio - May 19, 2020

TimeSynth 96KHz music clips only play for a split second and then stop. 48KHz files play correctly however 96KHz 16-bit and 24-bit files do not This was reported and tested in 4.25 (CL-13144385) an ...

InstancedFoliageActor experiences issues with floating point precision when far away from World Origin and is not affected by Origin Rebasing

UE - World Creation - Worldbuilding Tools - World Composition - Jul 17, 2020

Foliage generated by Landscape Grass Type do not encounter this issue. Only hand painted foliage with foliage tool is not affected by rebased origin. Foliage vibrates when it is located in long dist ...

Crashing when Google Resonance is used with Soundfield Submix

UE - Audio - Sep 17, 2020

When PIE'ing and stopping PIE with Google Resonance in use, the engine crashes after PIE session ended. Crash appears as a result of the Soundfield Submix's Soundfield Encoding Format being set to ...

Static Mesh imported from USD file has empty UV channel

UE - Editor - Content Pipeline - Import and Export - Oct 6, 2020

When importing static mesh from USD file then it has the wrong amount of UV channels. Selecting a UV channel shows an empty area in the viewport. Regression: YES - not reproduced in 4.25.3 produc ...

WorldPosition in PostProcessMaterial returns inconsistent results in AfterTonemapping with TSR and TAA

UE - Rendering Architecture - Materials - Sep 20, 2022

This behavior appears to be a regression new to UE5, as I tested in 4.25 and the issue does not occur. Interestingly, the issue clears up if you switch to No, FXAA, or MSAA antialiasing methods. Th ...

Building Nanite on a Landscape with Visibility Mask multiple times gives an Assert

UE - Graphics Tools - Terrain - Landscape - Aug 28, 2023

Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...

Static lights become stationary after toggling visiblity of level in packaged build

UE - Graphics Features - Jun 11, 2025

In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...