Controller Mapping/Unmapping on some platforms is not ideal for local multiplayer

UE - Gameplay - Input - Nov 19, 2025

[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...

Modifying a User created widget with an explicit navigation will cause the navigation to revert to it's default settings

UE - Gameplay - Blueprint - Jun 30, 2015

EDIT: Initial investigation done, check comments. If the user creates a widget and then places that widget inside of another widget via the User created section and then sets up a navigation using ...

ODSC - Launching a newly created project via UnrealFrontend fails to load some materials and crashes

UE - Rendering Architecture - Materials - Sep 6, 2021

The same repro steps on 4.26.2 will launch the project successfully. Packaging a project once to create complete ShaderMaps will work around the issue. ...

MaxDrawDistance set by CullDistanceVolume is lost on saving sublevel

UE - World Creation - Worldbuilding Tools - Feb 21, 2025

The UpdateCullDistanceVolumes behavior when saving was changed by CL-36588597. Only CullDistanceVolumes in the same sublevel can affect Max Draw Distance. ...

Switching levels via blueprints crashes editor

UE - Gameplay - Feb 18, 2016

Switching levels via blueprints crashes editor. This occurs using either "Execute Console Command" or the Open Level node. Frequency: 2/2 CrashReporter: N/A ...

RadialForceComponent ignores collision of Object Type set in Collision Presets if component is initialized in C++

UE - Gameplay - Jul 28, 2016

When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...

Setting FActorSpawnParameters::bRemoteOwned causes inconsistent behavior when spawning actors

UE - Gameplay - Sep 13, 2016

If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime. If using n ...

[AI] NavModifierComponent includes non-navigation relevant primitive components in its navigation bounds calculation.

UE - AI - Navigation - Aug 8, 2022

If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...

HideBoneByName translates bone to parent which breaks skinning

UE - Anim - Jul 30, 2024

Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location.  This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...

TakeRecorder does not add a track to a level sequence when niagara FX is spawned

UE - Anim - Sequencer - Mar 5, 2024

In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...