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 ...

Particles Do Not Obey Lighting Channels

UE - Niagara - Apr 17, 2018

Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...

SplineMeshComponent's collision will start to distort the longer the Spline becomes

UE - Gameplay - Nov 30, 2016

SplineMeshComponent's collision will start to distort the longer the Spline becomes This is a regession. It was working in 4.13.2-3172292 User Description: When drawing out a long spline mesh ( r ...

Landscape LOD behaviours is not working as expected (Its Calculation is not based on Sections anymore)

UE - Graphics Tools - Terrain - Landscape - Apr 10, 2024

"Components can optionally be divided into either 1 or 4 (2x2) subsections to increase the resolution of the Landscape. These subsections are the base unit of Landscape LOD calculation." From Doc ...

Upgrading project results in loss of game input

UE - Gameplay - Input - Jan 7, 2020

Upgrading a marketplace creator's project to engine version 4.23.1 and above results in loss of (previously) working functionality with game input. ProjectDownload: [Link Removed] Tested in: 4.2 ...

Geometry in sublevel created with "Load Level Instance" ignores level transform

UE - LD & Modeling - Modeling Tools - BSP - Sep 26, 2017

Geometry in sublevel created with "Load Level Instance" ignores level transform. Other objects, such as Static meshes are affected by the transform. This issue is not a regression. Versions tested: ...

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 ...

Option "Use Mouse for Touch" does not work correctly when running the game in "Standalone" or "New Editor Window (PIE)" modes: Virtual joystick does not appear and mouse cursor is incorrectly hidden while captured.

UE - Gameplay - Input - Apr 1, 2025

The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...

[CrashReport] FMacWindow::ApplySizeAndModeChanges | SWindow::ReshapeWindow()

UE - Platform - Apple - Dec 1, 2017

This is an infrequent Mac crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. The callstack is similar to both [Link Removed] and [Link Removed] Call ...

[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. ...