[VR] Camera attached to non-root scene component in BP will sink into floor after Reset to Floor Origin

UE - Platform - XR - Aug 12, 2016

When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...

Crash on play if a BP uses a ClearInstances node followed by an AddInstance node

UE - Graphics Features - Jul 21, 2017

Crash on play if a BP manipulates a InstancedStaticMeshComponent by using a ClearInstances node followed by an AddInstance node. This is a blocker for the licensee. This is a regression: Working ...

Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection

UE - Rendering - Architecture - May 30, 2025

Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection (Experimental in 5.6). The licensee describes their crash, their analysis, and a proposed fix: This crash ...

Initializing custom Component on Actor in constructor causes odd hierarchy and details panel issues

UE - Gameplay - Blueprint - Feb 19, 2019

When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...

Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement.

UE - World Creation - Worldbuilding Tools - Nov 18, 2024

Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...

Updating Material does not update platform stats in derived Instance

UE - Rendering - Architecture - Materials - Nov 26, 2024

It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...

UMG widget callbacks do not set PIE context in editor

UE - Editor - UI Systems - May 21, 2018

This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...

The light in the Blueprint Editor's Preview Scene does not respond to any lighting channel but 0.

UE - Framework - Blueprint Editor - Jun 28, 2024

In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...

Google VR Plugin - Unable to package for Distribution

UE - Platform - Mobile - Oct 19, 2018

There is an issue with GoogleVR and Android SDK 26 that only occurs when packaging "For Distribution", possibly connected to the SDK 26 change regarding the UiLayer for VR mode. Packaging without Di ...

Landscape Splines in Partially Loaded World Partition Levels Can Cause Nanite Landscape Invalidation

UE - Graphics Tools - Terrain - Nov 7, 2025

Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...