Lighting Scenarios Map Check warning about multiple skylights not supported

UE - Graphics Features - Dec 5, 2016

When using Lighting Scenarios and placing a skylight in the lighting scenario levels when you build lighting there will be a map check warning that "Multiple sky lights are active, only one can be e ...

Mesh Decals render Flat when Combined with a Translucent Material Element on the same Mesh

UE - Graphics Features - Jan 11, 2017

A licensee is reporting an issue with mesh decals rendering incorrectly when created as a Material ID (Material Element) and assigning a translucent material to the shared mesh. The use case exampl ...

Crash when setting Texture Target for Render Target 2D created at Runtime

UE - Graphics Features - Feb 2, 2017

A crash occurs when creating a Render Target 2d and setting the texture target at runtime. After running some more tests, the crash seems to occur when setting the texture target, as the creation o ...

Hot reloading changes to a struct causes data table assets to break

UE - Gameplay - Mar 28, 2017

If a data table asset is based on a custom struct, making changes to and hot reloading the struct will not update the data table in the editor. Restarting the editor will prevent the data table fro ...

FObjectReplicator::ValidateAgainstState may validate against the wrong buffers

UE - Networking - Oct 22, 2018

In 4.14, changes were introduced to share replicated state between objects on the server (Shadow State) this was done to allow sharing property comparisons to determine when objects needed to replic ...

Certain combined Linear/Angular movements cause Client to freeze for several seconds

UE - Simulation - Physics - May 24, 2019

When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...

RemoveAxisMapping() removes axis mappings of the same key regardless of Scale value

UE - Gameplay - Jun 26, 2019

When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...

Virtual Heightfield Mesh crash using released Vertex Factory

UE - Rendering - Architecture - Jul 25, 2023

When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...

bIgnoreAllPressedKeysUntilReleaseOnRebuild in Enhanced Input behaves unexpectedly during pawn possession

UE - Gameplay - Input - Jun 11, 2025

This is a speculative bug report from the user.  The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...

Ensure triggered when creating Scene Proxy for GroomComponent

UE - Rendering - RHI - Apr 30, 2025

When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...