Nodes disappear when adding new pins if they are mostly off screen

UE - Gameplay - Blueprint - Jul 8, 2016

Nodes disappear when adding new pins if they are mostly off screen. This appears to happen most often with really tall nodes. ...

Steam VR hitch with 3d UMG Widgets

UE - Platform - XR - Jul 30, 2018

After ~30 minutes, a scene with 3D UMG widgets will hiccup, briefly showing the steamVR background Attached Example project from User VRDropedFrame (4.19) + Example project I created AJ_VRWidgetPe ...

Get Input Touch State produces incorrect vector position

UE - Gameplay - Input - Sep 25, 2018

Get Input Touch State produces incorrect vector position when using it on Android. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4395058) ...

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. ...

setting Simulate Physics and Set Actor Location And Rotation in code causes crash on project load

UE - Gameplay - Feb 19, 2015

If an actor's Simulate Physics and ActorLocation/Rotation properties are set in code the editor will crash immediately upon launch / debug in VS. ...

Certain console commands/variables do not show their description text in the console window

UE - Foundation - Core - Jan 25, 2016

Console variables such as "t.maxFPS", "CauseHitches", "t.unsteadFPS", and help "help" (these were all tested, there may be more untested with the same behavior) have description text in code howeve ...

WorldToMeterScale appears to snap back to default when VR headset does not meet 90 FPS if WorldToMeterScale has been changed

UE - Platform - XR - May 29, 2018

WorldToMeterScale appears to snap back to default when VR headset does not meet 90 FPS if WorldToMeterScale has been changed ...

Performance decreases with the number of morph targets

UE - Anim - Rigging - Jun 15, 2023

Performance decreases quite a bit on characters with large number of morph targets, as soon as even one target is active.  ...

Custom Water Body does not work with its own Distance Culing

UE - Graphics Tools - Terrain - Water - Sep 14, 2023

WaterBodyCustom seems not to work with Distance Culling settings on its own actor, either Draw Distance/Never Distance Cull or Allow Cull Distance Volume.  It only can be controlled by the CullingD ...

Merge Actor - Approximate Actors algorithm is using Mesh Description directly rather than the Nanite parameters

UE - World Creation - Worldbuilding Tools - Merge Actor - Jul 25, 2025

In an ideal world, all mesh merge algorithms should have the option to use as input one of the followingRender mesh (non-nanite) (+ the option to target a specific LOD)Mesh Description (+ the option ...