Montages played by GAS do not respect Blend Out Time

UE - Gameplay - Gameplay Ability System - Dec 15, 2022

Replicated Montages played via GAS are not blended out using the BlendOut time set in the Montage, and are instead blended out using the BlendIn time ...

Sampling UV1 on a Nanite mesh with one UV channel returns a constant value

UE - Rendering - Architecture - May 17, 2023

This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...

Actors with Child Actor Components get out of sync when undoing component transform in child Blueprint

UE - Framework - Blueprint Editor - Aug 17, 2023

Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...

Usd wrapper uses TCHAR_TO_ANSI conversions causing path issues with basic extended ASCII character set

UE - Editor - Content Pipeline - USD - Jun 12, 2024

It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...

[WinDualShock] DualSense controller haptics with sound does not work in cooked builds

UE - Gameplay - Input - Oct 2, 2024

The user has a proposed fix which they said works: Heya, so just to be clear your solution was to change the WinDualShock.uplugin file where the "WinDualShock" module is defined, and make it "Runtim ...

Frustum culling provides inconsistent results causing particles to render even when the bounds are out of view.

UE - Niagara - Nov 5, 2024

When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...

Replicating a non-root component with simulate physics enabled causes the component to be in the wrong place on spawn, on clients.

UE - Runtime - Character - Jan 20, 2025

When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...

In Packaged builds, Chaos Cache Manager can't animate Geometry Collections with Nanite Enabled if Cache Mode is set to Static Pose

UE - Runtime - Deformable - Feb 27, 2025

In Packaged builds, Chaos Cache Manager (CCM) can't animate Geometry Collections (GC) with Nanite Enabled if Cache Mode is set to Static Pose. The licensee tried to animate a CCM using Sequencer onl ...