Setting World to Meters in the World Settings to a large number will cause the console to show incorrectly in VR

UE - Platform - XR - Jan 4, 2016

If the User changes the "World to Meters" setting in the World Settings this will cause the console to appear offset when brought up in VR. Note: the number used was 3600 ...

Material billboards cannot be scaled

UE - Graphics Features - Oct 17, 2016

Material billboards cannot be scaled. The Material billboard appears to be unaffected by setting its scale ...

Shadows of small movable components popping out

UE - Graphics Features - Jan 19, 2017

This must be a regression ...

UMG Widget Set Focus in Standalone broken

UE - Editor - UI Systems - Aug 7, 2018

Focus is no longer set on UMG 3D Widget when playing in Standalone. (PIE works in both versions) Also verified in Main CL# 4247867 ...

Shadows become disabled for Datasmith imported lights on resync

TM - Interoperability - Aug 4, 2026

Reported in SF [Link Removed] For Datasmith models containing lights, resynchronizing the model after any changes will cause any lights that had shadows enabled prior to the sync to have that setti ...

Particle disappears if it is using PSA_Velocity and setting custom time dilation 0

UE - Graphics Features - Dec 7, 2016

A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...

Widget blueprint details panel appears to jitter when dragging widgets in the designer tab

UE - Editor - UI Systems - Feb 1, 2019

When clicking and dragging a widget in the designer tab of a widget blueprint some options in the details panel will begin to move/shake/jitter/readjust. ...

Cannot run packaged project if a code class contains a static FSimpleElementCollector variable

UE - Graphics Features - Nov 17, 2017

Adding a static FSimpleElementCollector variable in a code class prevents the packaged project from running. No log is created. ...

ProjectWorldToScreen always returns True

UE - Gameplay - Blueprint - Apr 4, 2018

ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...