Apex Cloth will not render correctly with cloth assigned to multiple materials

UE - Simulation - Physics - Character - Nov 12, 2015

Apex cloth material assigned to multiple material elements will not render correctly in Persona or when PIE/Simulate in the editor. Any material element other than element 0 will be masked/invisible ...

Foliage unbuilt instances have incorrect LOD

UE - Engine Scaling - Streaming - Foliage - Dec 13, 2024

From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...

LIVE: RENDERING: Precomputed Visibility volume is not registering Statically Occluded Primitives nor allowing visibility cells to be rendered

UE - Graphics Features - Jul 3, 2014

Build: 4.2.1-2101290 Description: Currently, precomputed visibility volumes do not seem to alter occluded primitives, nor do they show visibility cells when r.ShowPrecomputedVisibilityCells 1 is en ...

UnrealCEFSubProcess requires Visual Studio 2013 to be compiled

UE - Foundation - Cpp Tools - UnrealBuildTool - Oct 21, 2016

When trying to build the entire engine solution or UnrealCEFSubProcess directly, Visual Studio 2013 is required to be installed for UnrealCEFSubProcess to complete successfully. There is also an err ...

Planar Reflections do not respect SkyLight intensity

UE - Graphics Features - Nov 14, 2017

Planar Reflection actor does not reflect the intensity change of the SkyLight. In attached images, the Intensity of the SkyLight is set to 2. The darker area on the right is affected by the Plana ...

The AND node always calculates all inputs

UE - Gameplay - Blueprint - Nov 5, 2015

The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...

Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection

UE - Rendering - Architecture - May 30, 2025

Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection (Experimental in 5.6). The licensee describes their crash, their analysis, and a proposed fix: This crash ...

CharacterMovementComponent boosted upward when falling into acute-angle sloped corner

UE - Runtime - Character - Apr 14, 2026

In UCharacterMovementComponent::TwoWallAdjust, characters can gain unintended upward velocity (slope boosting) when hitting corners with an acute angle (<=90 degrees) while in the Falling movement m ...

Editor crashing with density scaling is enabled on foliage being placed on a terrain.

UE - Engine Scaling - Streaming - Foliage - Jan 3, 2022

Created a new level and added a terrain. Added grass foliage and enabled density scaling located in the grass foliage settings mode. After placing foliage on terrain, the editor crashes. This is ...

MATERIAL_SHADINGMODEL_TOON macro is not propagated to the substrate tool BSDF material on a DDC hit

UE - Rendering - Features - Shading Models - Jul 27, 2026

On a DDC hit, the SubstrateMaterialBsdfFeatures variable restored into MaterialCompilationOutput is not copied into SubstrateTranslatorData.SubstrateMaterialBsdfFeatures, which is referenced by the ...