FBX Import into Level node rotation

UE - Editor - Content Pipeline - Import and Export - Aug 9, 2016

User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...

Passing array from blueprint to C++ causes performance drop

UE - Gameplay - Blueprint - Sep 8, 2015

Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...

UE 5.6 broke the Collaborative Viewer Template pawn's Mouse Look

UE - Content - Template - Aug 24, 2025

UE 5.6 broke the Collaborative Viewer Template pawn's Mouse Look. Creating a 5.6 project based on the Collaborative Viewer Template and Playing-In-Editor, we notice that the Mouse Look functionality ...

Painted Instanced Foliage Actors Rendering Multiple LOD's Simultaneously

UE - World Creation - Worldbuilding Tools - Foliage - Sep 1, 2015

When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...

Lightmaps on Mobile Devices Appear Dirty and Blurry

UE - Platform - Mobile - Nov 28, 2017

When deploying project to a mobile device, the quality of the baked lighting and shadows becomes very poor compared to "Mobile Preview." Lightmaps appear dirty and blurry, with splotches (As shown i ...

Modulated Shadows on IOS cause flickering on Skeletal Meshes

UE - Platform - Mobile - Feb 10, 2016

Modulated shadows are not functioning properly on IOS devices for skeletal meshes. Any skeletal meshes in the scene will cast a shadow, but have a flickering modulated shadow on the skeletal mesh as ...

Rendering of a Text Widget with Outline does not track LayerId correctly

UE - AI Workflows - UI Systems - Slate - May 27, 2025

Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...

Self-Shadowing changes when click on and off an actor

UE - Graphics Features - Jun 19, 2015

Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...

Generated definition of BlueprintNativeEvent UFUNCTION in an interface does not include const keyword for return type

UE - Foundation - Core - Aug 15, 2018

UHT does not correctly create generated code for BlueprintNativeEvent UFUNCTIONs in an interface that return const values. In the corresponding .gen.cpp file, the generated code does not include the ...

Reading LightAttenuationTexture Produces Unexpected Results With Forward Rendering

UE - Graphics Features - Jul 5, 2018

The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...