Collision Channel on Particle Systems not saving

UE - Graphics Features - Oct 21, 2014

Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...

Destructible attached with a Physics Constraint ignores Start Awake on play

UE - Simulation - Physics - Destruction - Jul 26, 2016

Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...

Using "Play Animation" node, if current animation has a looping timed particle it will continue playing

OLD - Anim - Jun 24, 2016

Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...

The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script

UE - Simulation - Physics - Jan 20, 2015

The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...

The Sorting Issue Between Height Fog and Transparent Objects

UE - Graphics Features - Aug 21, 2024

When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...

After breaking a level instance without Actor Folders, moving its actors between folders of the world-partition map does not work correctly

UE - World Creation - Worldbuilding Tools - World Partition - Jan 29, 2024

If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...

StructUtils plugin's `FInstancedStruct` in a CPP-defined struct in a `TArray` on an actor component defined in CPP and implemented in BP. Populating the instanced struct in an actor BP's class defaults breaks serialization of the class defaults.

UE - AI - May 30, 2025

Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...

Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - Rendering Architecture - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...

Destructible attached with a Physics Constraint have inconsistent physics

UE - Simulation - Physics - Destruction - Jul 26, 2016

Destructible attached with a Physics Constraint have inconsistent physics compared to a standard Static Mesh. This is also sometimes prevalent with Destructibles that aren't attached with a Physics ...

ShowOnlyInnerProperties does not work on a struct property in a class nested within another class as an instance

UE - Gameplay - Blueprint - Feb 19, 2019

When the ShowOnlyInnerProperties property specifier is used for a struct property, the properties contained within the struct are exposed to the Blueprints Details panel as if they were part of the ...