GPU PCG node fails to cook if within Subgraph

UE - World Creation - Procedural Tools - PCG Graph - May 13, 2025

When cooking a project that has a PCG graph with a subgraph containing a GPU node (Point Processor in the example provided), the cook fails with an illegal reference. However, the same GPU node used ...

Bindless Textures in active use are able to be garbage collected

UE - Rendering Architecture - RHI - Jul 9, 2025

It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...

Drastic increase in FBX import times from 4.9 to 4.10

Tools - Dec 9, 2015

The attached asset (including animation) takes 9 minutes to import in 4.10, where it takes 42 seconds in 4.8 and 4.9. You don't really notice this until you start to get up to larger assets or long ...

Starter Content folders return to content browser after being manually deleted

Tools - May 20, 2015

If Starter Content is added to a newly created project and then the Starter Content is deleted, upon re-opening the editor the Starter Content files will return to the Content Browser. Workaround: ...

Expand Node on a Function node deletes the Function node

UE - Gameplay - Blueprint - Mar 13, 2015

Expand Node on a Function node deletes the Function node. If the Function node is part of a group of nodes collapsed into a function, expanding that new function node will return all nodes except th ...

Crossfade sharing doesn't allow more than one shared transition

OLD - Anim - Apr 29, 2016

Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...

Get Random Point in Radius is not deprecated, but marked to be deprecated

UE - AI - Jun 16, 2015

Get Random Point in Raduis is being replaced by Get Random Reachable Point in Raduis. In the code it is marked, commented and all but actually completely deprecated. Just needs to be pulled out com ...

Translucent Unlit Materials render at incorrect Z depths depending on camera

UE - Graphics Features - Sep 15, 2014

Sprites which are layerd on top of one another in a tight pack and have a material set to TranslucentUnlitSprite Material will disappear while moving the camera above and below the editor's 0 grid. ...

Blackboard Key Type Cannot Be Compared Using an "Equals" Node

UE - AI - Jun 24, 2016

Attempting to compare a blackboard key type using an equals node always returns false. In the setup in the attached project, there is a task that contains a public Blackboard Key Selector variable. ...

"DefaultToSelf" pin ignores parameter type

UE - Gameplay - Blueprint - Mar 5, 2015

A user reported an issue resulting in a crash with callstack pasted below. After a brief investigation I've found that user was able to successfully compile a blueprint where a function taking an ...