BP hierarchy change triggers incorrect map actor load warning: AttachTo: '{0}' is not static {1}, cannot attach '{2}' which is static to it.

UE - Framework - Blueprint - Apr 11, 2024

When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...

The cap of a sliced procedural mesh is not affected by lighting

UE - Gameplay - Jul 14, 2016

After slicing a procedural mesh, the cap on the sliced end does not seem to be affected by lighting. This can result in the end looking dark. ...

UNetConnection::NotifyConnectionUpdated always sets MyConnectionId to 1

UE - Networking - Jul 28, 2026

This looks to be due to an oversight in how the conditions are checked in NotifyConnectionUpdated, where the “&&” operator results in MyConnectionId always being set to 0 or 1:if (const uint32 MyCon ...

Android movie player doesn't work with ES 3.1

UE - Platform - Mobile - Jul 27, 2017

Niether movie playback Startup Movies Play on ES3.1 ...

MRQ reports missing frames when rendering multiple cameras on a Sequencer camera track with Temporal Sample Count > 1

UE - CAPT - Color Pipeline and Rendering - MRQ - Feb 2, 2026

If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following erro ...

Geometry Material Alignment not functioning in 4.8

Tools - Jun 15, 2015

Material Alignment on BSPs are not functioning in 4.8.0 Release. This is a regression from 4.7.6. The issue does appear to be fixed and functional in 4.9 (Promotable-CL-2581018) ...

FBX files with multiple Meshes with only 1 unwrap per mesh will have invalid Light Map coordinates assigned

Tools - Jun 8, 2014

An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...

Cull Distance Volumes Affecting Actors After Being Deleted

UE - Graphics Features - Oct 7, 2019

Cull Distance Volumes Affecting Actors After Being Deleted. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, and 4.24 CL# 9428115 ...

Material of Skeletal Mesh does not render correctly when using multi-UV with ES3.1 and using Render Static

UE - Platform - Mobile - Jul 15, 2021

ES3.1 rendering does not render correctly when using TexCoord [1] in a material and RenderStatic on the SkeletalMeshComponent. ...

Incorrect shadow on movable objects with ES3.1

UE - Platform - Mobile - Jan 10, 2020

While in ES 3.1 - lighting on movable meshes from static directional light appears to be rotated 90 degrees. The direction of light on movable mesh, both static mesh and skeletal mesh, doesn't match ...