UE Editor 5.3 - Level Viewport - Unlocalized Issues

UE - Editor - Workflow Systems - Jun 23, 2023

How to Reproduce: 1. Open Editor 5.3 (ReltestB) in Localized version (culture= ) 2. Click on the "show" icon in the level viewport 3. Navigate to the following locations in the Show menu and observ ...

[Waveform Editor] - If a Sound Wave is trimmed or a transformation is added or removed while paused, play needs to be pressed twice to start the sound again

UE - Audio - WaveformEditor Plugin - Oct 6, 2022

From [Link Removed] "There is still a bug happening with editing transformations on pause. If you play, then pause, and then edit a transformation, you have to press play twice to resume play (whic ...

JumpForce replicated ability task not always cleaned up properly

UE - Gameplay - Gameplay Ability System - Jul 19, 2024

See [Link Removed] for original report.  UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to b ...

Crash in RHIBreadcrumbs during loading of Bundled PSO Cache if capturing an Insights trace on Win64 Development

UE - Rendering Architecture - RHI - Feb 17, 2025

When compiling a PSO, RHI Breadcrumbs can be fed a bad FRHIBreadcrumbNode, resulting in reading random memory and crashing during the recursive node iteration. This only happens when tracing. The i ...

InverseExposureLerp should return 1.0 when EYE_ADAPTION_DISABLED is 1

UE - Graphics Features - Sep 16, 2024

Materials using EyeAdaptationInverse may render incorrectly when debug visualizations are active.   This issue can be resolved by modifying the EyeAdaptionInverse function in EyeAdaptionCommon.us ...

Physics constraint component doesn't work when placed inside a child actor, while using world partition and streaming is enabled

UE - Simulation - Physics - Mar 21, 2025

Context: In a World partition level, to reduce complexity and provide a scalable solution when creating new projects, grid cell streaming can be enabled. Problem: The problem is that physics constr ...

Navigation mesh is generated ignoring collision for ISM added by construction script

UE - AI - Navigation - Apr 15, 2025

When opening a map with ISM in place, NavOctree is not updated because the ISM bounds are assumed invalid and the geometry is not taken into account in the navmesh build.  The following log output i ...

Sequencer Conditions crash - GarbageCollectionVerification

UE - Anim - Sequencer - Apr 3, 2025

Encountered a crash during the garbage collection phase when using sequencer conditions with subsequence tracks. Specifically, objects appear to break the "Disregard for GC" assumptions. ...

Montage Section Links Don't Update When Section Deleted

UE - Anim - Gameplay - Mar 21, 2025

Hi there, I noticed that there is a problem with Montage Section links not updating when a section is deleted from a montage asset. We had a montage with a "Default" section and a "Loop" section. ...

LoadMapMisc LLM category contains Static Mesh allocations

UE - Rendering Architecture - Nov 12, 2024

UInstancedStaticMeshComponent::CreateSceneProxy() is missing a LLM_SCOPE(ELLMTag::InstancedMesh);  and during level loading allocations for it appear in LoadMapMisc instead of InstancedMesh. Addi ...