Folder disappears upon cancelling renaming by pressing ESC key twice

UE - Editor - Content Pipeline - Content Browser - Sep 27, 2017

Working: 4.16 Broken: 4.17.1, 4.17.2, 4.18 When cancelling the renaming of any folder or sub-folder in the Content Browser by pressing ESC key twice, folder or sub-folder will not be visible in Co ...

Niagara - When editing a Niagara Function or Module Script, the "Apply" button on the toolbar never gets disabled if "expose as pin" is checked on any static switch node.

UE - Niagara - Apr 7, 2025

Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, the "Apply" button on the graph editor's toolbar wil ...

Physics object resting on movable platforms have erratic physics behavior in 4.14

UE - Simulation - Physics - Dec 14, 2016

Physics object resting on movable platforms have erratic physics behavior in 4.14. This is a regression from 4.13.2-3172292 User Description: When placing more than 10 or 20 blocks on a moving pl ...

Painted Vertex Colors not Passing Color when used with Emissive for Static Lighting Setting

UE - Graphics Features - May 24, 2016

When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...

Mesh Renders in Main Pass if Both "Render CustomDepth Pass" & "Render in Depth Pass" Are Enabled, While "Render In Main Pass" is Disabled

UE - Graphics Features - Dec 25, 2019

Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...

OnComponentHit Event is not triggered when hit by a spawned actor with simulate physics enabled for WheeledVehiclePawn with BoxCollison

UE - Simulation - Physics - Feb 20, 2023

BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...

Drag and Drop Operations Don't Work Correctly When "Render on Phase" Is Enabled In a Retainer Box

UE - Editor - UI Systems - Slate - Jan 31, 2020

Drag and drop operations don't work correctly when "Render on Phase" is enabled in a retainer box. When "Render on Phase" is disabled the drag and drop operations work as expected. In 4.23.1 the dr ...

Shadow Quality regression on mobile for Movable Directional Lights

UE - Platform - Mobile - Oct 11, 2016

Shadow quality from a movable directional light has lower resolution quality than the previous release of the engine. This is a regression in quality from 4.12.5 to 4.13. Tested with: Good Quality ...

Painted Instanced Foliage Actors Rendering Multiple LOD's Simultaneously

UE - World Creation - Worldbuilding Tools - Foliage - Sep 1, 2015

When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...

Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server

UE - Networking - Feb 25, 2016

Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server. Note: this does not occur if the Actor Component is already added ...