[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 ...

Landscape LOD behaviours is not working as expected (Its Calculation is not based on Sections anymore)

UE - Graphics Tools - Terrain - Landscape - Apr 10, 2024

"Components can optionally be divided into either 1 or 4 (2x2) subsections to increase the resolution of the Landscape. These subsections are the base unit of Landscape LOD calculation." From Doc ...

Clothing Data paint doesn't effect visible mesh

UE - Simulation - Physics - Jan 7, 2020

Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...

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 ...

CheckForWorldGCLeaks crash using New Level from Template node to duplicate sublevel of the currently loaded level

Tools - Feb 23, 2021

A world leak crash occurs when using NewLevelFromTemplate to duplicate a sublevel of the currently loaded level. The crash doesn't manifest until another level is loaded even though the Sublevel ins ...

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 ...