StaticMesh reimport not preserving support for physical material masks

UE - Simulation - Core - Feb 10, 2026

Client has a workflow issue with the reimport pipeline: UStaticMesh::bSupportPhysicalMaterialMasks should be copied over to UBodySetup::bSupportUVsAndFaceRemap before it takes effect for raycasts, ...

Replace references doesn't prompt to save dirtied assets that hold a soft reference to the deleted asset

UE - Gameplay - Dec 21, 2017

When deleting an asset any other asset that holds a soft reference to the deleted item will appear in the reference list. For a soft reference when choosing to replace the references with another as ...

Hot reload breaks blueprints of class type when a struct containing a member of that class is defined in that class' header file.

UE - Gameplay - Blueprint - Sep 16, 2015

When a struct is created in the header file for a class, and the struct contains a member that is of that class' type, performing a hot reload after changing the class will result in a Blueprint der ...

BuildGraph build fails if Use Unity Build and Use PCH Files are set to false in BuildConfiguration.xml

UE - Online - Jun 23, 2017

Using BuildGraph to create a local binary build of the engine fails if the BuildConfiguration.xml file has bUseUnityBuild and bUsePCHFiles both set to false. The build fails due to some missing Json ...

CableComponent particles spawn at origin when gameplay starts depending on component registration order

UE - Framework - Components - Jan 9, 2025

A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up)

UE - Virtual Production - Sep 11, 2025

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...

Empty Shot Track Breaks Camera Component tracks when using Camera Cut Track

UE - Anim - Sequencer - Aug 18, 2016

Empty Shot Track Breaks Camera Component tracks when using Camera Cut Track ...

RootMotion Malfunctioning When Played in Lower Framerates

UE - Gameplay - Player Movement - May 2, 2016

Root Motion Animations are not functioning correctly during lower frame rates. For example, a character moving forward 2 meters at regular frame rate will move 10 meters at a lower frame rate. Regr ...

Setting Asset ID reference to instance on a different level causes reference to be lost on reload if asset is renamed.

UE - Gameplay - Blueprint - Nov 25, 2016

When a variable of type AssetID is set to an asset on another level, the reference to the second asset is lost after reloading the project if the second asset is renamed. Regression: No - this beha ...