Blender UNDO is inaccurate/unstable?

Blender 3.64 (and previous versions too).

I’ve noticed Blender gets kind of dumb when it comes to undos. I have seen it skipping steps or selecting components which weren’t previously selected before. I noticed it’s very flaky when you make a change to a modifier then try to undo. Sometimes it’s just deletes the modifier. I have 100 levels of undo but in many cases it screws up just going back 5 or so steps. completely unreliable.

Is this on anyone’s radar?

i’ve used undo plenty of times with no issue… one thing to keep in mind that undo’s steps are a little too finely shaded at times (like changing the window you’re looking at counts as a step), but other than that, it’s done what i wanted it to. I’ve got mine set at 64, currently on 3.6.5, but haven’t noticed an issue with any of the 3.x released versions.

Same experience here as KD… undo includes actions that I think shouldn’t count (I moved a node 10 px to the right - that’s an undo step?) but haven’t noticed it just not undoing something that it should.

It just happened again. I do a Smart UV project on a mesh. It has a check map texture on a material. I was screwing around with the transmission and alpha. It didn’t do what I was expecting and I hit Ctrl-Z to undo and instead of reverting back from my changes, it decided to undo the Smart UV Project. I think that’s what I’ve noticed most is tweaking things in sliders or in modifiers doesn’t always count in the Undo stack. Should I be using a different undo method? I even tried hovering my mouse over the material panel to see if it’s a nodal undo. It doesn’t work the way normal undos work in other DCCs.

Do you have Global Undo turned on?

yeah I do…