FIndexedCurve::ScaleCurve returns invalid results

UE - Anim - Runtime - Feb 13, 2025

Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...

Simulate motion vectors can fail on camera cuts

UE - Anim - Sequencer - Jun 11, 2024

r.MotionVectorSimulation 1 should simulate motion vectors when cutting cameras, but this appears to be broken on some loops. ...

Jump Animation for FPS template character breaks on land

OLD - Anim - May 6, 2015

When jumping in the first person template project, the "is in air" animation continues to play after landing. Solution: Switching out the "FirstPerson_JumpStart Asset" node for the "FirstPerson_J ...

UE5.6+ - Mutable - IDPrefix crash when combining Child Objects, Add to Mesh Component and Extend Mesh Section.

UE - Anim - Mutable - Jul 21, 2025

So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...

InstancedStaticMeshes disappear in Shipping builds on mobile when affected by dynamic point lights

UE - Platform - Mobile - Aug 22, 2019

This ticket is to add the safe workaround for 4.23.1, with a more optimal fix coming in 4.24. ...

Hair shading emits light when Lumen is enabled

UE - Graphics Features - Jun 6, 2022

This artifact does not occur when Lumen is disabled. Also, moving Roughness closer to 1 will reduce the effect. ...

Sequencer: Undoing creation of a new section can call section drawing code with viewmodel tree in invalid state

UE - Anim - Sequencer - Aug 1, 2024

The Section reference in ISequencerSection::GetSectionHeight can be in the process of garbage collection during an undo of a section addition- this causes things like GetTypedOuter<UMovieSceneTrack> ...

Expose Component Replication in ActorComponent

UE - Gameplay - Aug 9, 2016

UActorComponent has hideCategories=(ComponentReplication) set in the UClass macro preventing uint32 bReplicates:1; to be set as a default setting. ...

Dragging multiple static meshes in to a blueprint component window nests them

UE - Gameplay - Blueprint Editor - Mar 17, 2017

Dragging and dropping a number of static mesh components should make them siblings, not children of one another in a random order. ...

Creating "Level Sequence with Shot" with spawnable cameras creates duplicate cameras

UE - Anim - Sequencer - May 31, 2023

This is not a regression as it does occur in //UE5/Release-5.1 @ CL 23901901 Repro Rate: 3/3 times ...