OnActive Gameplay Cues not activating properly in standalone

UE - Gameplay - Nov 28, 2016

This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...

Connecting a Client to a Server in PIE with Auto Connect to Server disabled will crash the editor

UE - Networking - Feb 22, 2016

Connecting a Client to a Server in PIE with Auto Connect to Server disabled will crash the editor. EDIT: simple test project attached. Make sure Auto Connect to Server is disabled, and PIE with 2 p ...

Physics Constraints have unexpected behavior when used on nested static mesh components

UE - Simulation - Physics - Jul 5, 2017

Physics Constraints have unexpected behavior when used on nested static mesh components. Simulating inside of the blueprint has a similar effect to what is expected but when the BP is added to the l ...

Interpolators of Particle Dynamic Parameters Need "nointerpolation".

UE - Niagara - Aug 1, 2019

Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...

RVT output from Landscape Height gets incorrect mip cache loaded

UE - Rendering - Architecture - Oct 13, 2021

I test it for more information for your reference:It happens only when a Landscape *Height *was output to the RVT, other Landscape's maps like BaseColor are all fine, as well as Height output from o ...

GameplayTagQuery AutoDescription not refreshed after GameplayTag redirect on load

UE - Gameplay - Gameplay Tags - Jan 21, 2026

FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...

Light as If Static setting does not Persist when Re-opening Project

Tools - Apr 28, 2016

This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...

HLODs appear dark/near black when built for very large geometry with Virtual Textures enabled

UE - Engine Scaling - Streaming - HLOD - Jan 27, 2025

Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...

Missing PSO Precaches in the engine

UE - Rendering - RHI - Aug 20, 2025

A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...

Crash When Loading Cooked Material Assets in Editor Due to Shader Serialization

UE - Rendering - Architecture - Shaders - Aug 27, 2025

In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...