HiResScreenshot has incorrect masking when screenshot resolution scale does not match the viewport.

UE - Rendering Architecture - RHI - Sep 6, 2021

After a bit of investigation, the way to fix this would be to modify MergeMaskIntoAlpha to pass in the actual resolution scale and the requested size, and only mask the overlapping pixels. Currently ...

The selection operation with notify track in Persona is not compatible with custom window display scaling

UE - Anim - Runtime - Jun 4, 2025

It appears that notify track does not follow the size of the custom window scale. As a result, display problems may occur, and events may be placed in unexpected positions. This is similar to [Link ...

Setting multiple identical actors to replicate movement will crash on PIE with multiple players

UE - Networking - Jan 28, 2015

If ten or more of the same actor in a level have the "replicate movement" checkbox set to true, the editor will crash on PIE if the number of players is set to 2 (or with 1/2/3 players if dedicated ...

[CrashReport] UE4Editor_Engine!UBodySetup::FinishCreatingPhysicsMeshes() [bodysetup.cpp:464]

UE - Simulation - Physics - Oct 27, 2017

This is a trending crash coming out of the 4.18 release. User DescriptionsWas moving assets that were migrated from another project. Source Context 451 if(bClearMeshes) 452 { ...

ExpandEnumAsExecs always uses first Exec if an argument name matches Enum value

UE - Gameplay - Blueprint - Jan 13, 2023

Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. EnumBugBP uses two enum cases and three argument cases for 6 total permutations:Enum w ...

Material Shared Samplers do not honor Texture Quality console variables

UE - Graphics Features - Apr 28, 2016

When using shared samplers in the material do not adjust quality when adjusting the console variable or texture quality in Engine Scalability for SG.TextureQuality. Attached is an image for demons ...

Modulated Self Shadowing can not be disabled for Static Meshes

UE - Platform - Mobile - Feb 6, 2017

Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...

Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++

UE - Audio - MetaSounds - Apr 27, 2022

Android Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++ Repro Rate: 3/3 UATHelper: Cooking (Android (ASTC)): LogInit: Display: LogMetaSound: Error: Target int ...

MS_VertexAnimationTools_MorphTargets are not deforming and reforming

UE - Graphics Features - Sep 20, 2017

The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...

Geometry collection marked as nanite has no fallback in cooked build when nanite is disabled

UE - Rendering Architecture - Dec 11, 2023

When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...