Landscape Tessellation shadow depth performance cost higher than expected

UE - LD & Modeling - Terrain - Landscape - Aug 23, 2016

Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...

AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function

UE - Gameplay - Blueprint - Aug 5, 2015

AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...

Start Up Movies Require Click when Finished to Open Level

Tools - Sep 11, 2015

After a Start Up movie has completed playing, the initial default map will not load until the user clicks the mouse. The option to 'Wait for Movies to Complete' is checked which will force the user ...

When typing Korean in Slate using FTextInputMethodContext, characters outside a specific range are not entered

UE - AI Workflows - UI Systems - Slate - Apr 7, 2026

Descriptions After getting the below message LogTextStoreACP: Verbose: GetTextExt - From 33 to 34 A line break past that range is inserted. However, when typing Korean, the correct range is not s ...

Unable to Save or Close Editor after Copying .FBX to Content Folder via Project Directory

Tools - Jul 5, 2017

The editor is not allowing users to save or close a project after an .FBX file has been copied to the project's Content directory and allowing the Content Browser to discover the change in source fi ...

Ensure triggers when undoing change to newly created variable

UE - Gameplay - Blueprint - Sep 28, 2018

Ensure will trigger when undo reverts text to default value. "This triggers an ensure because the undo ends up calling SKismetInspector::ShowDetailsForObjects(), which forces the keyboard focus to ...

Crash occur when using AddSpawnableFromClass with BlueprintGeneratedClass specified

UE - Anim - Sequencer - Aug 13, 2019

BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...

ChaosCacheManager is not recording the Observed GeometryCollections NotifyBreak states between level loading and will default to false if changed from Record to Play

UE - Runtime - Simulation - Mar 28, 2025

ChaosCacheManager (CCM) is not recording the Observed GeometryCollections (GC) NotifyBreak states between level loading and will default to false if changed from Record to Play. AChaosCacheManager ...

[AI] FInstancedStruct is not dupilicated properly if values are different from an Actor's defaults

UE - AI - Jan 24, 2024

A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...

LOD glitch when using Control Rig with Import Skeleton node

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

In Unreal Engine 5.6 and Main, a glitch occurs when switching between LODs in a character setup that uses a Control Rig to dynamically load the skeleton hierarchy through the Import Skeleton node in ...