PIE window does not match what was set in the New Viewport Resolution setting

Tools - Oct 24, 2019

Setting the resolution of PIE to 4K Ultra HD results in the new PIE window going very far out of the bounds of 4K. If you are using two monitors the PIE window will bleed over a good bit into the ot ...

Interface function has the incorrect pin type if referencing self

UE - Gameplay - Blueprint - Sep 1, 2015

Interface function has the incorrect pin type if referencing self User Description: I have an interface that requires an array of its own interfaces as output. I have that array of interface as a ...

fbx metadata does not persist

UE - Editor - Content Pipeline - Import and Export - Jul 21, 2020

Delete an SKM asset Import the original fbx so that a new SKM asset is made in the exact same location in the content browser Apply some metadata tags or confirm that the asset imported with fbx m ...

Add and Renaming collapsed graphs in functions breaks refs to local vars

UE - Gameplay - Blueprint Compiler - Nov 6, 2020

When creating a class (of any kind i.e. an actor), when a collapsed graph is compiled the ref breaks when adding or renaming the graph. ...

Partially loaded level instance becomes fully loaded after editing nested level instance

UE - World Creation - Worldbuilding Tools - Level Instances - Sep 10, 2024

Uniform Static Mesh Sampling doesn't work on GPU Niagara Emitters

UE - Niagara - Aug 11, 2020

Uniform sampling of static meshes for GPU emitters does not work. ...

Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive

UE - Gameplay - Sep 30, 2016

Scrubbing Playback Speed is very sensitive and even a small mouse movement will cause playback speed to jump way too much. This makes it very hard to set it to smaller values and mostly a usability ...

HISMC always shows lowest LOD

UE - World Creation - Worldbuilding Tools - Foliage - Nov 22, 2016

User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...

Runtime Virtual Texture primitives set to never render to main pass still cause occlusion queries

UE - Graphics Features - Mar 23, 2021

RVT only primitives are being pushed through the occlusion culling. It would be more efficient to not do that. ...