Crash when creating StaticMesh repeatedly

Tools - Nov 21, 2014

UE4Editor crashes when creating static meshes. Event at startup time while it tries to create default object it crash sometimes. ...

ISM + WPO = broken motion vectors?

UE - Graphics Features - Nov 5, 2024

Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...

Digital Human Eyes Don't Look Correct With Ray Tracing Translucency Enabled

UE - Graphics Features - Lumen - Jan 27, 2020

The eyes in the Digital Human demo don't look correct with Ray Tracing Translucency enabled in the post process volume. Found in 4.24.1 CL#10757647 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#111 ...

Adding Components via Editor Utility Widgets does not add component to Details panel

UE - Framework - Blueprint Editor - Nov 14, 2022

Using the Editor Utility Widget to add components to objects in UE does not appear to function as expected. I reproduced this 8/8 times in UE 5.1, 5.0, and 4.27, confirming that this is not a regres ...

Display Texture Atlases in Widget Reflector displaying incorrect tooltips

UE - Editor - UI Systems - Slate - Aug 3, 2023

Tooltips within Page 1 of the Texture Atlas Visualizer in Widget Reflector are displaying the incorrect asset. This issue is occurring in Binary //UE5/Release-5.3 at CL 26560699 This issue is occur ...

RadialForceComponent ignores collision of Object Type set in Collision Presets if component is initialized in C++

UE - Gameplay - Jul 28, 2016

When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...

C++ Event Dispatchers target pin cannot be set to actor references

UE - Gameplay - Blueprint - Nov 13, 2014

When connecting C++ created event dispatcher, the Target node will not accept reference to other actors. This is happening in 4.6 and Main but is working as intended in 4.5.1 ...

Previewing a node overrides the output of PostProceessInput0 in a Post Process Domain Material after previewing has stopped

UE - Rendering Architecture - Materials - Jan 26, 2023

This is not a regression. Tested in //UE5/Release-5.1 CL20979098 Previewing a node overrides the output of PostProceessInput0 in a Post Process Domain Material after previewing stops. ...

Niagara Systems Don't Scale With Skeletal Meshes When Called From a Montage

UE - Niagara - Jan 2, 2020

When a Niagara System is called from a montage is doesn't scale with the skeletal mesh that uses the montage. Attached is an example project. Found in 4.24.1 CL#1077647 Reproduced in 4.23.1 CL# 9 ...

Landscape Layer Masks can't be imported

UE - Graphics Tools - Terrain - Landscape - Jan 3, 2023

Repro Rate: 3/3 This is a live issue that has been tested to occur in //UE5/Release-5.1 at CL 23058290. This is also confirmed to not be a regression since this issue also occurs in //UE5/Release- ...