Subsurface shading model is broken when ray traced shadows are used in 5.1+

UE - Graphics Features - Ray Tracing - Apr 19, 2023

SpeedTree static meshes corrupted converting project from 4.12 to 4.14

UE - Graphics Features - Nov 25, 2016

Speedtrees are just normal static meshes once they are in the engine, so if we are corrupting them across an engine upgrade that is really bad. ...

When moving actors to the current level, their label is reset and displayed incorrectly on the Scene Outliner until the next time it is refreshed

UE - Editor - Workflow Systems - Jul 14, 2025

This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed], which was fixed by CL 40649716/40649749 and integrated into UE 5.6, ...

Issue with Landscape Layer Blending Node compile in UE 5.4.2

UE - Graphics Tools - Terrain - Aug 2, 2024

When the SetMaterialAttributes Material Expression is used without an input to MaterialAttributes, it will cause Landscape Layer Blend expressions to fail to compile if it is the only layer on a par ...

Enable Collision checkbox does not affect static meshes from static mesh editor when set to false

Tools - Nov 24, 2015

Setting the Enable Collision checkbox to false in the static mesh editor does not alter collision on static mesh objects. ...

HTML5 cannot package on Windows 10

UE - Platform - Mobile - Jul 29, 2016

HTML5 is not packaging or launching onto browsers in 4.12.5 on Win10 machines. ...

Mip Gen Blur Settings affecting Mip Level 0 when setting the Maximum Texture Size

UE - Graphics Features - Jul 7, 2017

When Blurring a Texture using Mip Gen Settings and setting the LOD Bias or Maximum Texture Size, the blur gets applied to the base Mip Level 0. This behavior is contrary to how it behaves when blur ...

Skeletal Meshes with Physics assets with less than 5 bodies will not use flag for Start Awake

UE - Simulation - Physics - Dec 8, 2015

When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...

'Max World Position Offset Displacement' causes culling issue on HISMC/foliage in 5.4

UE - Rendering Architecture - Materials - Jul 9, 2024

Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...