Package build fails after disabling VR plugins

UE - Platform - XR - Mar 27, 2017

Package build fails after disabling VR plugins and launching the project The error message that pops up is: Fatal error: [Link Removed] [Line: 353] Missing global shader FPixelShaderDeclaration, P ...

FDetailGroup::AddGroup does not correctly apply the default expansion state for DetailGroups

UE - Editor - Verse Class Editor - Feb 10, 2026

There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...

Light function does not work with volumetric fog when not compatible with light atlas

UE - Graphics Features - Mar 28, 2025

Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...

Piloting character actor with camera not working properly

Tools - Jun 11, 2015

When using the pilot function a character actor with a camera actor cannot move around properly. This issue may be due to something with the LevelEditorViewport.cpp UpdateViewForLockedActor function ...

Node Comments don't appear until the node is scrolled over after it is entered

UE - Gameplay - Blueprint - Nov 23, 2016

Node Comments don't appear until the node is scrolled over after it is entered This is a Regression. It was working in 4.13.2 but broken in 4.14. User Description: BP node comments hidden until m ...

Decals custom depth/stencil side effect from Lumen

UE - Graphics Features - Oct 15, 2024

The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...

Actor being moved via sequencer has inherited velocity that ignores play rate scale

UE - Anim - Sequencer - Nov 8, 2019

When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...

High GPU Memory Consumption when Moving an actor that contains a SceneCapture2D

UE - Graphics Features - Mar 29, 2017

When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...

Skeletal Meshes have physics collisions lag

UE - Simulation - Physics - Oct 2, 2019

Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...

Landscape Textures Patches issue when using "Texture Backed Render Target" as the Height Patch Source Mode where Landscape patches are not applying properly the first time a level is opened after restart

UE - Graphics Tools - Terrain - Landscape - Oct 6, 2025

Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...