Adjusting Vegetation Growth for Bushes in Media Mode alters their global size settings

TM - Tools - Jun 25, 2026

Reported in SF [Link Removed] When making adjustments to the Vegetation growth Season parameter inside Media Mode, if a scene contains Bushes then any adjustments to the Vegetation growth will adju ...

Vertex Interpolators broken in landscape materials

UE - Graphics Tools - Terrain - Landscape - Aug 17, 2021

D:/Unreal/UE4_Release-4.27/Engine/Shaders/Private/LandscapeVertexFactory.ush(788,3-59): Shader FDebugViewModeVS, Permutation 0, VF FLandscapeVertexFactory[Image Removed]:/Unreal/UE4_Release-4.27/Eng ...

DefaultSceneRoot causes Get Actor Bounds to Return 128

UE - Gameplay - Jun 1, 2016

When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...

Draw at desired size does not return to being false when unchecked

UE - Editor - UI Systems - Aug 4, 2017

When setting "draw at desired size" for a widget component to true, the "Draw size" will no longer respond to input. ...

Disabling Shadow Denoiser causes raytraced shadows from Rect Lights to disappear

UE - Graphics Features - Lumen - Nov 6, 2020

Disabling Shadow Denoiser causes raytraced shadows from Rect Lights to disappear ...

Mac - Xcode fails to build C++ project with a Shell Script Invocation Error

UE - Platform - Apple - Oct 5, 2020

This does not occur in 4.25.4 Binary and is a regression. ...

If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible

UE - CAPT - Tools - Jul 31, 2025

If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...

Material Editor Viewport does not display World Position Offset

UE - Rendering - Graphics Features - Mar 19, 2026

The preview Viewport in the Material Editor does not correctly render World Position Offset. It appears that the RenderVelocities pass (which is also drawing the depth for the preview sphere) does ...

Foliage Instanced Static Meshes disappear when FISM Component BP is compiled

UE - World Creation - Worldbuilding Tools - Foliage - Nov 10, 2017

This bug removes foliage from a level when the Component Blueprint is compiled. Switching the Foliage type asset to another component will cause the issue to stop occurring. The Component Blueprint ...

Ensure when adding more than one camera to world in VR mode

UE - Editor - Workflow Systems - Jun 13, 2017

Ensure condition failed: Lhs.CurrentNum == Lhs.InitialNum [Link Removed] [Line: 197] Array has changed during ranged-for iteration! Ensure occurs after dragging in multiple cameras into the world i ...