Max Pitch Angle does not correctly apply when utilized in procedural foliage volumes

UE - World Creation - Worldbuilding Tools - Foliage - Aug 27, 2015

Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...

Renaming a Struct variable that is used in a Widget BP creates 'Warning: Unknown property in' warnings in the Output Log

UE - Gameplay - Blueprint - Apr 27, 2016

Renaming a Struct variable that is used in a Widget BP creates 'Warning: Unknown property in' warnings in the Output Log User Description: I think this should be brought up as these seems to be a ...

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor

UE - Gameplay - Oct 12, 2018

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor.  Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...

WorldPartitionConvertCommandlet hits an assert when converting a persistent level that contains a sub-level with a landscape

UE - World Creation - Worldbuilding Tools - Nov 7, 2025

Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...

Packaged Project with Media Player Asset 'From Memory' Crashes and Corrupts Project

Tools - Feb 9, 2015

There is no Callstack associated with this crash. And I was unable to reproduce this in main due to a known issue when switching the 'Stream Mode' to 'From Memory'. When packaging a project in 4.6. ...

Static mesh component reports relative transform as world transform when Physics is enabled

UE - Gameplay - May 3, 2016

If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...

Property "GameFeatureData.PrimaryAssetTypesToScan.Directories" should be tagged with "ForceShowPluginContent"

UE - Foundation - Oct 11, 2025

When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...

StartCameraFade() breaks on mobile projects after editor is closed/reopened

UE - Platform - Mobile - Oct 6, 2015

If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...

Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator

UE - AI - Jun 16, 2015

Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...

Tilemaps with masked materials respond to lighting at incorrect directions

UE - Gameplay - Paper2D - Nov 19, 2018

Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering.  Lighting will appear at incorrect angles. ...