Plugin module is not reloaded when a game module that depends on the plugin module is hot reloaded

UE - Foundation - Cpp Tools - Hot Reload - Jun 28, 2018

Performing a hot reload after modifying game code (plugin code is unmodified) does not also reload plugin modules. In the attached project, there are some log messages output when the plugin module ...

"Create Layers From Assigned Materials" assigns existing LayerInfos at random

UE - Graphics Tools - Terrain - Landscape - Jan 17, 2025

The automatic landscape layer assignment that is performed when using "Create Layers From Assigned Materials" just uses the first layer info it finds with the layer's name, which leads to maps refer ...

Character unnecessary step down during PHYS_Flying mode

UE - Gameplay - Player Movement - Jan 15, 2026

When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...

Don't allocate landscape heightfield collision component scene proxies when Collisions display is off

UE - Graphics Tools - Terrain - Landscape - Nov 7, 2022

ATM, ULandscapeHeighfieldCollisionComponent's scene proxy is created all the time, although it's only used for displaying collisions when Collisions mode is on. The scene proxies pre-allocate a very ...

Crash in FWebRemoteControlModule::HandleBatchRequest() when not enforcing passphrase on requests

UE - CAPT - Tools - Remote Control - Mar 20, 2026

When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...

Slow-rendering thumbnails can be queued up for real-time updates

UE - Editor - Content Pipeline - Content Browser - Sep 22, 2016

A licensee is seeing performance drops while using the editor due to a custom thumbnail renderer taking a while to generate thumbnails while Real-Time Thumbnail rendering is enabled, and has request ...

Editor FPS has significant drop when moving a BSP brush in level with multiple BSPs

UE - Runtime - Character - Jan 8, 2025

Editor performance plummets when moving BSP brushes in a level with several other BSP brushes present. Navmesh regeneration is the main cause as the full bounds for all BSP are used to determine whi ...

Creating a code project named Test will fail the initial compile and every hot reload in Binary

UE - Foundation - Build - Farm - Jul 21, 2016

When a C++ project is named Test on a Binary version of the editor, the project will fail to compile. I'm assuming this is from the editor seeing a precompiled header from another file in the engine ...

FBasePassMeshProcessor crashes in ODSC code because the WorldGridMaterial doesn't support translucency

UE - Rendering - Architecture - Jan 30, 2023

UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...

Crash when using StaticDuplicateObject with mismathced Source and Destination class types

UE - Core - Systems - Jun 19, 2025

Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...