Instanced EditInlineNew objects are parented to the CDO when used by a child BP of a parent BP that inherits from a native class

UE - Framework - Blueprint Runtime - Mar 21, 2024

EditInlineNew objects added to Instanced array stored in a struct are seemingly ignored and the object is instead parented to the CDO of the owner. The owner must be the BP child of a parent BP tha ...

Reference Viewer doesn't show references to Primary Asset IDs

UE - Editor - Applied Usability - May 13, 2025

Context Reference Viewer can be used to view references between assets. There is a setting 'Show Management References' whose tooltip implies that references via PrimaryAssetID should be findable t ...

The Command and Control keys are swapped for Input nodes on Mac

UE - Gameplay - Input - Nov 4, 2014

Mac only. The Command and Control keys are swapped for Input nodes. Pressing the Left Command key triggers Left Ctrl, pressing Left Control triggers Left Cmd, and pressing Right Command triggers R ...

Crash in Standalone when using a Blueprint Library Function inside a Macro from a Macro Library

UE - Gameplay - Blueprint - Jan 9, 2015

Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...

ChildActor Component with physics spawns at the wrong location

UE - Gameplay - Jul 16, 2015

ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...

Cannot edit collision response details in SkeletalMesh components added via Blueprint.

UE - Gameplay - Blueprint - Aug 5, 2015

If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...

Changing the mass for a Destructible asset does not affect it

UE - Simulation - Physics - Destruction - Nov 19, 2014

DESCRIPTION: Changing the mass of a Destruction asset does not affect it. In comparison doing the same for a static mesh set to simulate physics will adjust accordingly. Forums Post: https://forum ...

Static Mesh's Simple Collision does not mirror collision orientation when mirrored

UE - Simulation - Physics - Dec 5, 2018

Created Static Mesh Actor's Simplified Collision boxes do not mirror Collision Orientation when mirrored in the World/Editor. ...

Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

Nanite UV switch seams

UE - Graphics Features - Jun 13, 2025

Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...