r.MobileContentScaleFactor appears to be ignored defaulting to 1 on Mobile Devices

UE - Platform - Mobile - Systems - Feb 28, 2022

r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...

Inherited Blueprint component template data is not being validated on save.

UE - Framework - Blueprint - Sep 8, 2022

UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...

CSM Cached Shadows missing when changing FOV

UE - Rendering - Features - Shadows - Mar 30, 2026

When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enoug ...

Advanced Vechicle Template throws warning about no default skeleton when opening the physics asset

Docs - Samples - Dec 3, 2014

DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...

Changing the object being debugged while stopped at a breakpoint has no long term effect if there was no object selected at the start of the breakpoint

UE - Gameplay - Blueprint Editor - Sep 30, 2019

The issue is that when we hit a breakpoint with no 'object to debug' set, we will set a flag bResetObjectBeingDebuggedWhenFinished to true, so after you resume execution we'll clear that flag and fo ...

Build lighting for single stationally light level generates a shadow map in PF_B8G8R8A8 format

UE - Texture - Nov 1, 2024

Texture format override to BGRA8 due to changes in CL-30603716. The following code can restore the previous behavior. void FShadowMapPendingTexture::StartEncoding(ULevel* LightingScenario, ITexture ...

Actor variable type has distractingly large tooltip comment

UE - Gameplay - Blueprint Editor - May 4, 2021

Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...

GAS: FGameplayAbilitySpecHandle lacks invokable serialize function

UE - Gameplay - Gameplay Ability System - Dec 15, 2023

FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...

ALevelVariantSetsActor not exposing Actor tags

UE - Editor - Open File Formats - Variants - Nov 22, 2024

Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...

Importing through Python fails

UE - Editor - Content Pipeline - Import and Export - Feb 20, 2019

Version 4.21:The script result in popping the Alembic Import windows instead of a silent importThe provided options are ignored by the importer.  Version 4.22: Results in the provided callstack wi ...