Transparency applied through widget animations do not work on 3D Widgets

UE - Editor - UI Systems - Sep 16, 2015

If the user creates a widget with an animation that fades the widget out. This effect will not carry over into a 3D widget. The 3D widget goes directly from 1 to 0 or visa versa. ...

Characters can not pass through back faces of triangle meshes

UE - Simulation - Physics - Query - Jan 17, 2023

Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...

UE 5.4 - Specular/reflection disappears above 4096 resolution render

UE - Rendering Architecture - Aug 1, 2024

After a viewport is more than 4096 pixels wide, Lumen's specular reflections buffer cuts its width off at 4096 pixels. It appears that the affected buffer is "Lumen.Reflections.ResolvedSpecularIndi ...

Stationary/Movable Lights render based on distance from World Origin in Orthographic Camera View

UE - Graphics Features - May 20, 2016

When using the Orthographic Camera view (such as that used with the Paper2D Template) any lights that are distant from the world origin will start to fade out as if they are being culled. The distan ...

CPU benchmark value "inf" When using the console command "scalability auto"

UE - Foundation - Core - Nov 9, 2017

When running the console command "scalability auto" on a packaged project, the benchmark for the CPU is returning "inf". Example logs [2017.11.09-14.35.50:583][ 92]LogConsoleResponse: Display: Cu ...

Commandlet Exits With Code -1073741819 and Exception FPlatformMisc::RequestExitWithStatus(1, 3, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)Engine exit requested (reason: Win RequestExit; note: exit was already requested)

UE - Foundation - Apr 9, 2025

When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...

[Sound Submix] - Dry Level of a Submix is calculated differently whether or not there is an effect in the chain

UE - Audio - Submixes - Jan 21, 2021

There is a discrepancy is how the output volume of a submix is calculated when the effect chain is and is not populated. When there is no effect on the submix, the Dry Level adds additional gain to ...

[GPU Lightmass] bake artifact w/ two actors of same static mesh

UE - Graphics Features - Jun 22, 2022

As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...

FlushPressedKeys doesn't clear EventAccumulators, resulting in stale data

UE - Gameplay - Input - Jan 26, 2024

From the user:  The root of the problem appears to be that KeyState.EventAccumulator still has events stored in the structure for 'LeftAlt'. So, although UPlayerInput::FlushInput is called when the ...

Ensure on open if custom Project Setting has a reference to a Blueprint that constructs an object

UE - Gameplay - Blueprint - Jan 16, 2019

An ensure is thrown when opening a project if a custom Project Setting has a reference to a Blueprint that constructs an object. The ensure can be found in the Callstack section below. Regression?: ...