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 ...

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. ...

[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 ...

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? ...

New material translator: Switch statement not derivative aware

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 ...

Engine crashes while attempting to resimulate procedural foliage volume with target layer set on landscape proxies

UE - World Creation - Worldbuilding Tools - Foliage - Apr 17, 2015

If a procedural foliage volume attempts to use the "target layer" feature and resimulate while encompassing a landscape proxy, the editor will crash. Frequency: 3/3 Crash Report: [Link Removed] ...

Character animations are not played in sequence created from Recording First Person Template

UE - Anim - Sequencer - Aug 5, 2016

Character animations are not played in sequence created from Recording First Person Template Follow-up to [Link Removed] ...