[Feature Request] CVars for HISMC

UE - World Creation - Worldbuilding Tools - Foliage - Jun 18, 2021

Currently some (if not all or most) foliage CVars affect both foliage and HISMC. It would be nice to split this so that users can change the values of one without affecting the other. ...

Decals Normal only + Material Attributes

UE - Rendering - Features - Mar 24, 2023

This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...

Panini Lens Projection and Post Process buffers broken

UE - CAPT - Color Pipeline and Rendering - Mar 9, 2026

Panini Lens Distortion does not appear to affect some buffers (SceneDepth, CustomDepth, WorldNormal, etc.) consistently. These buffers behaved correctly in 5.3 ...

Missing Triangles on scaled MetaHuman assets with Nanite enabled

UE - Rendering - Graphics Features - Nanite - Feb 19, 2025

Additional information: only happens when all three conditions are true: the camera is very close to the character, the MH is Nanite, and a scaled mocap animation is appliedmaterial is opaque, shows ...

Object Mixer shows actors the World Outliner hides (5.8 is incompatible with 5.7-and-earlier behavior)

UE - CAPT - Tools - Aug 25, 2026

For the same project and the same filter, Object Mixer returns a different set of actors on 5.8 than it does on 5.7. Actors that the World Outliner hides now appear in the Object Mixer list. Editor ...

Reset Instance Changes to Blueprint Defaults does not reregister components

UE - Framework - Blueprint Editor - Jan 17, 2024

For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...

FBX Import - Morph target normals not correctly applied when imported as LOD 0

UE - Editor - Content Pipeline - FBX - Nov 27, 2025

This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...

World Partition - Deleted actors can become unloaded prior to saving

UE - World Creation - Worldbuilding Tools - World Partition - Apr 11, 2025

In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...

Significant editor slowdowns when moving blueprinted actors while having a different complex blueprint open

UE - Framework - Blueprint Editor - Jun 7, 2021

A Blueprinted actor's construction script time can be affected by the complexity of an opened level Blueprint. ...

LODbias settings appear to have no effect when specified by GPU on android

UE - Platform - Mobile - Oct 3, 2019

When setting the LODbias via the device profile for a specific Android GPU it does not appear to have an affect on the textures when run on the device ...