If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible

UE - CAPT - Tools - Jul 31, 2025

If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...

[AI] Navigation memory set in NavMeshMemory::ForAnyElementType::ResizeAllocation shows as Untagged in LLM instead of being under Navigation.

UE - Runtime - Character - Sep 27, 2022

Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showca ...

Bake Pose is not applied correctly when using LODSettings asset

UE - Runtime - Deformable - Jul 16, 2025

The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...

Adding/Removing a Material Layer on a Parent Material doesn't propagate to Children correctly

UE - Rendering - Architecture - Materials - Jun 9, 2026

When a Material Layer is added to or removed from a Parent Material the layer changes don’t automatically propagate to Child Materials correctly even if the Parent Material is saved. The Child mate ...

Control Rig - Undo doesn't function correctly with proxy and multi bone controls

UE - ACT Character - Control Rig - Oct 26, 2025

Issue from my Technical Animator where the undo operation in Control Rig doesn't work as expected on Proxy Controls. He has recreated the issue using the "Control Rig Samples Pack" and recorded a vi ...

Lidar Point Cloud Plugin functions return empty locations for individual points (both relative and world scale)

zComponent - Archive - Feb 21, 2025

The locations of individual point cloud points are empty in the array returned from the get_points_in_box_as_copies,get_points_in_sphere_as_copies,line_trace_multi functions. The last boolean argum ...

Implied Decal Blend Modes don't account for static ignore-switch parameters in an expected way

UE - Rendering - Architecture - Sep 28, 2021

The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...

Differences in DistanceToNearestSurface and DistanceFieldGradient results between 4.27 and 5.0

UE - Rendering - Features - Apr 27, 2022

In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth.  It was also interesting to observe c ...

Editing an array config property via ProjectSettings can end up editing other platform config properties.

UE - Core - Systems - May 27, 2024

Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...

Properties not serialized when moving actor/component depending on unrelated specifiers

UE - Framework - Blueprint - Sep 25, 2023

When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...