Water Brush incorrectly captures rivers with non-square landscape resolution

UE - Graphics Tools - Terrain - Landscape - Aug 8, 2024

The adding of terrain tiles eventually results in a reallocation of the landscape and something becomes de-synchronized between the water system and the landscape system resulting in the deformation ...

Steam Sockets cannot create listen socket during non-seamless server travel

UE - Online - Jan 24, 2025

This seems to occur because the original listen socket is still around when the instance tries to create the new one, even though it has been marked for deletion. The issue does not occur when FStea ...

Non-Nanite Instanced Static Mesh Collision not showing in collision view

UE - Runtime - Simulation - Apr 3, 2025

This issue is the same as [Link Removed] Closed , but it causes confusion for developers because only Nanite ISM are rendere ...

UAnimNotifyState NotifyEnd / NotifyBegin called when setting GlobalAnimRateScale to 0 / non-zero respectivey

OLD - Anim - Sep 26, 2016

The issue seems to have a few parts. First, active events don't persist between frames. Instead, a new active list is created each frame and diffed against the previous frame. Added events have Beg ...

Launching with -VR will pick non-native display resolution for Vive/SteamVR

UE - Platform - XR - May 2, 2016

Running with -game will run game at native fullscreen resolution 1920x1080. (checking with r.setres)Running with -game -vr will run game in VR but resolution is 1280x720. (checking with r.setres) Th ...

Compiling Blueprints breaks socketed attachments of actors attached to non-root components

UE - Framework - Blueprint - Oct 12, 2023

When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...

Renaming a level by WorldPartitionRenameDuplicateBuilder fails if the level contains GroupActor with non-spatial actors

UE - World Creation - Worldbuilding Tools - World Partition - Oct 24, 2023

Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...

Non-terminating while loop when creating a new BP Actor and quickly switching between components.

UE - Gameplay - Blueprint Editor - May 14, 2024

It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815  to not terminate when ...

Mover standalone backend allows non-persistent sync structs to carry over between frames

UE - Gameplay - Player Movement - Mover - Jul 16, 2025

Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...