Destructible component doesn't register hit event with Landscapes

UE - Simulation - Physics - Destruction - Aug 9, 2016

Destructible component doesn't register hit event with Landscapes. The only way to get the Destructible to register the event is to enable Impact Damage on the Destructible mesh. User Description: ...

Edits of node properties that are not stored on pins do not diff correctly

UE - Gameplay - Blueprint Editor - Oct 2, 2015

Currently details changes to the following are not noticed by the Diff tool when diffing AnimBPs:State Machines (i.e. Max transitions per frame)Transition rulesConduitsStates This also affects non- ...

X axis rotation only follows relative rotation

UE - Gameplay - Apr 10, 2017

A user is reporting that the X axis rotation appears to only rotate based on the object's relative rotation, and not rotate based on the world rotation, even when using Set world rotation. For test ...

Material re-route nodes break TextureSample output

UE - Rendering - Architecture - Materials - May 4, 2017

This is a bug found by a licensee ...

MoviePipeline: Cannot add per-shot {file_format} name overrides

UE - Anim - Sequencer - MRQ - Feb 3, 2022

void UMoviePipelineBlueprintLibrary::ResolveFilenameFormatArguments(const FString& InFormatString, const FMoviePipelineFilenameResolveParams& InParams, FString& OutFinalPath, FMoviePipelineFormatArg ...

[MetaSounds] - Changes to Sort Order do not undo/redo as expected

UE - Audio - MetaSounds - Nov 15, 2022

Changes to the sort order do not revert the order of inputs on a node when undone. It will change if the node is refreshed or the graph is saved, however. ...

A LevelSequence will lose the binding to objects contained in a level instanced inside another level

UE - World Creation - Worldbuilding Tools - Level Instances - Sep 15, 2025

A LevelSequence will lose the binding to objects contained in a level instanced inside another level on 5.6 and up. Refer to the reproduction steps or the shared repro project provided by the licens ...

Values for InitialOnly replicated arrays can fail to be captured in replay when removed and re-added between checkpoints

UE - Networking - Oct 2, 2025

When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...

Input Action Events are not included in the list of overrideable functions in the My Blueprints tab

UE - Gameplay - Blueprint - Feb 5, 2016

Input Action Events are not included in the list of overrideable functions in the My Blueprints tab. Reproduced in Actor Blueprints and Player Controller Blueprints. This is a regression: overridin ...

A function in a Blueprint Function Library that references another function in that library cannot be saved after closing and reopening the project

UE - Gameplay - Blueprint - Mar 1, 2015

A function in a Blueprint Function Library that references another function in that library cannot be saved after closing and reopening the project. The library will save without error until the pro ...