Landscape Visibility Mask Rendering with Missing Landscape Components when Deployed to Mobile Device

UE - Graphics Features - Apr 8, 2015

Landscape Material renders with missing components when using a 'Landscape Visibility Mask' and deploying to a mobile device. I have found this issue now with an Android and iOS device. I was able ...

Crash editor when raytracing is enabled and enter kanji characters into TextRenderActor

UE - Graphics Features - Ray Tracing - Apr 25, 2024

The editor crashes when entering Kanji characters into TextRenderActor with raytrace enabled. This does not happen with English text.  ...

GetAllocatedSize returns inaccurate number of bytes

UE - Foundation - Core - May 20, 2015

When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...

Toggling a Spline component from an open/closed loop through bp's isn't reflected

Tools - Jan 19, 2015

Toggling a Spline component from an open/closed loop through bp's isn't reflected ...

Groom Hair Visual Issue with RBF Interpolation Enabled

UE - Graphics Features - Feb 19, 2025

When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to bec ...

Improper Rendering of Paper Sprites in Translucent Sort Axis.

UE - Graphics Features - Apr 8, 2019

Regression as of 4.22. Translucent Depth Sort Policy results in improper rendering ( Z-Fighting flickering) with Paper2D Sprite Components. ...

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 ...

[MetaSounds] - Input Parameter Settings revert to the default after a MetaSound becomes virtual

UE - Audio - MetaSounds - Sep 23, 2022

On restarting from Virtualizing, any parameters set previously on a MetaSound are ignored and the MetaSound restarts with the default values. This does not behave this way with Sound Cues, in which ...

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. ...