GeometryCaches don't implement CreateHitProxies to create a unique hitproxy per section/material

UE - Editor - Open File Formats - Datasmith - Sep 3, 2021

This causes the ObjectId pass in MRQ to fail to distinguish between materials in the resulting Cryptomatte file. It looks like FGeometryCacheSceneProxy doesn't implement CreateHitProxies so it's f ...

[AI] GameplayDebugger can be enabled by key press when a Slate widget is focused.

UE - AI Workflows - UI Systems - Oct 12, 2021

Found by licensee. After debugging, it appears that the Slate input is consuming the KeyDown event which adds the apostrophe, but it passes the KeyUp event back to Player input. The gameplay debugge ...

Objects do not Scale relative to their Temporary Pivot Point (Alt+MMB Click)

Tools - Mar 19, 2015

After temporarily moving the pivot point (Alt+Middle Mouse Click on the center of the translate tool), you can switch to scale. However, the object still scales from it's original (permanent) pivot ...

Crash when Saving Level after Successfully Building with Lightmass on Large Landscapes

UE - LD & Modeling - Terrain - Landscape - Jan 4, 2017

A crash occurs when attempting to save a level after building static lighting for a large landscape. I was originally investigating a memory leak issue with landscapes, and the user provided the pa ...

Linux editor windows are completely black

UE - Platform - Mobile - Apr 10, 2017

All of the editor windows are completely black on the Linux machine with the exception of the splash screen. This occurs for the Unreal Project Browser, toast windows and game windows. The functio ...

Creating SplineMeshComponents along Spline causes crash

Tools - Aug 22, 2018

Attempting to procedurally create SplineMeshComponents along the spline of a SplineComponent via a derived SplineComponent class's constructor causes the project to crash. It runs into an ensure mes ...

D3D12RHI keeps increasing uniform buffer memory with "stat RHI"

UE - Rendering - Architecture - RHI - Oct 25, 2019

If any skeletal meshes are not displayed, it stops increasing. Allocation count of uniform buffer is stable. added on February 26 Followings are an additional information from licensee. FD3D12 ...

World is initialized twice when opened through the Content Browser

UE - World Creation - Worldbuilding Tools - Oct 10, 2024

When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...

Setting Slate.ShowBatching to 1 makes the entire screen green unexpectedly

UE - AI Workflows - UI Systems - Slate - Jun 19, 2025

This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...

Issue with UHLODBuilder::ComputeHLODHash

UE - Engine Scaling - Streaming - Jul 23, 2026

The HLOD content hash used to detect changes and trigger rebuilds effectively ignores everything hashed before the source-component loop — including the result of UHLODBuilderSettings::ComputeHLODHa ...