Clion isn't recognized on Linux

UE - Platform - Linux - May 4, 2020

Setting CLion as the default IDE causes Unreal to not recognize it as a compiler. You are unable to compile C++ projects or create new ones with it set this way. This was reported and tested in 4. ...

"Warning: GEditor isn't valid! Particle reset commands will not work for Niagara components!" when QA-PostProcessing is opened with -game

UE - Niagara - Oct 8, 2019

The following warning will be present when running QAGame QA-PostProcessing with -game:LogNiagaraEditor: Warning: GEditor isn't valid! Particle reset commands will not work for Niagara components! ...

FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement() fail on new keys with a substring of another key

UE - Editor - Verse Class Editor - Jan 27, 2022

Duplicate key checking in maps and sets in the editor is done via calls to FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement(), but this code is checking for object names which are subsets ...

CopyFileUnderSourceControl Fails on Already Resolved Files

UE - Editor - Apr 12, 2023

CopyFileUnderSourceControl has instances when the response is not a success even though the files are copied successfully under source control. It seems FPerforceCopyWorker::Execute() tries to reso ...

Chaos Vehicle does not make them CCD

UE - Runtime - Simulation - Jan 10, 2024

AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...

UDataTableFunctionLibrary::AddDataTableRow() fails for blueprint-defined row structure types

UE - Framework - Blueprint - Feb 2, 2024

The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...

Unable to change Actor Coloration View Modes in PIE

UE - World Creation - Worldbuilding Tools - Jul 20, 2025

When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...

OcclusionFeedback may not be performant for primitives with large screensize

UE - Platform - Mobile - Dec 13, 2025

A licensee reported that the performance could be worse in some scenarios (probably a small scene with large objects) with OcclusionFeedback enabled ( 20fps up if disabled), tested on a Qualcomm 870 ...

Nanite Skeletal Mesh ignores Hidden Material Section flag

UE - Rendering - Features - Nanite - Mar 11, 2026

Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via ShowMaterialSection(). Consequently, the Isolate checkbox for material slots in ...

On level restart, user receives LogNetPackageMap warnings in networking project with seamless travel

UE - Networking - Mar 19, 2015

On level restart, user receives LogNetPackageMap warnings in networking project with seamless travel. Warning message: LogNetPackageMap:Warning: Using None instead of replicated reference to MyAct ...