Implied Decal Blend Modes don't properly account for Material Attributes usage

UE - Graphics Features - Sep 28, 2021

I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...

UClass::SparseClassDataStruct null at editor-time for child blueprints until compile

UE - Framework - Blueprint - May 29, 2024

Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...

[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 - Graphics 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. ...

Missing Triangles on scaled MetaHuman assets with Nanite enabled

UE - 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 ...

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 ...

r.Shaders.Optimize=0 crashes when compiling a UI material

UE - Rendering Architecture - Materials - Sep 2, 2024

[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...

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 ...

Incorrect Velocity Calculation at Animation Sequence Transitions in Level Sequence

UE - Anim - Sequencer - Feb 18, 2025

When adding an Animation Track to a Level Sequence and placing Animation Sequences back-to-back without gaps, the velocity can be miscalculated at the transition between sequences. This issue occur ...

Templated enum GetValueAsString function returns incorrectly formatted string

UE - CoreTech - Aug 19, 2020

For many years there has been a static function on UEnum called GetValueAsString which would convert an enum like EAttachmentRule::KeepWorld to the string "KeepWorld", if you passed in the explicit ...