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 ...

Function calls inside destructor are not called when expected.

UE - Gameplay - Blueprint - Jul 13, 2015

Functions called in the destructor are not being called properly. Setting a call to AddOnScreenDebugMessage is displayed at the start of PIE rather than when the actor's destroy is called. ...

[MetaSounds][Voice Management] - MetaSounds set to Restart do not virtualize correctly when the Attenuation Shape is not a Sphere

UE - Audio - MetaSounds - Aug 17, 2022

When using Attenuations with MetaSounds, if the Attenuation Shape is Sphere it works as expected. However, other shapes do not work correctly. The sound either becomes deactive or sometimes the soun ...

Reset to default behavior for arrays is inconsistent about updating customized struct headers

UE - Editor - Workflow Systems - Jun 22, 2023

The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...

The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true

UE - Editor - UI Systems - Slate - Sep 20, 2019

The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true. Attached is an example project (4.23) that demonstrates the issue. Found in 4.23.0 ...

Play Media Player Node Causes Blueprint Functions to be Uncallable

UE - Gameplay - Blueprint - Feb 23, 2016

This only occurs in standalone or a packaged game Having a Play Media Player node in a blueprint causes all of that blueprint's functions to become uncallable. Found in 4.11 Preview 5. Reproduced ...

Global SkyAtmosphere and Clouds Issues (Cloud Shadows)

UE - Graphics Features - Dec 3, 2024

Sampling Cloud Shadows when rendering the Sky Atmosphere can incorrectly assume that the view is located at the planet's North Pole. This causes distortion in the shadows when using a sphere-shaped ...

Ensure triggered when creating Scene Proxy for GroomComponent

UE - Rendering Architecture - RHI - Apr 30, 2025

When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...

Crash Occurs When Using Move Component To and Overlap Event

UE - Gameplay - Jan 29, 2016

When using move component to to move a component, and then calling Destroy Actor when the actor overlaps another actor, a crash occurs. In this case, the user was attempting to move their static m ...

r.VolumetricRenderTarget.PreferAsyncCompute producing different visuals

UE - Graphics Features - Aug 2, 2024

When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...