The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true

UE - Editor - UI Systems - Slate - Sep 20, 2019

The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true. Attached is an example project (4.23) that demonstrates the issue. Found in 4.23.0 ...

Unable to dynamically load an animation blueprint in a packaged game

UE - Gameplay - Jul 27, 2015

Dynamically loaded animation blueprints do not work within packaged product. Download the pre-made project from here: [Link Removed] ...

r.VolumetricRenderTarget.PreferAsyncCompute producing different visuals

UE - Graphics Features - Aug 2, 2024

When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...

Bug: Level Sequence OriginOverrideLocation not propagating to newly added nested ShotTracks

UE - Anim - Sequencer - May 14, 2025

Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...

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

UE - Gameplay - 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 ...

Syncing to an asset through in-editor interface will not update existing assets while in the editor

Tools - Sep 4, 2015

If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...

Material attribute layers issue with texture sample and VT lookups

UE - Rendering Architecture - Materials - Nov 14, 2024

When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...

Cannot Increment a Blackboard Key Value

UE - Gameplay - Blueprint - Feb 4, 2016

Getting a blackboard value as int and then attempting to increment it does not actually increment the value. Upon attempting to increment a value that started at 0, the editor continued to print out ...

'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type

UE - Gameplay - Blueprint - Mar 25, 2015

'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type. Note: If the pins are reconstructed and the resplit, the error is fixed. ...

Blueprint derived from C++ class not saving correctly

UE - Gameplay - Blueprint - Jul 27, 2015

The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...