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 ...

GetRefBonePose doesn't return the correct location if the mesh has been switched to another mesh of the same skeleton

OLD - Anim - Sep 10, 2015

When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...

Destructible attached with a Physics Constraint ignores Start Awake on play

UE - Simulation - Physics - Destruction - Jul 26, 2016

Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...

"Out of video memory" crash when attempting to save many assets with source control enabled

UE - Graphics Features - Sep 25, 2020

This will only repro when connected to source control ...

Static Mesh Contact Shadows still render when all LOD sections have Cast Shadows dissabled

UE - Rendering - Features - Oct 30, 2025

When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...

'Hide Unconnected Pins' Button in the Blueprint Node Details Panel Disconnects SubPins with Connections

UE - Framework - Blueprint - Jan 14, 2026

Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...

Android sessions do not appear in Session Frontend

UE - Platform - Mobile - Aug 29, 2016

Modifying ShooterGame header file for faster compiling causes crash behavior.

UE - Foundation - Core - Jan 11, 2019

Using bFasterWithoutUnity and MinFilesUsingPrecompiledHeaderOverride, on ShooterGame.Build.Cs results in Engine crash. ...

Using "Play Animation" node, if current animation has a looping timed particle it will continue playing

OLD - Anim - Jun 24, 2016

Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...

Duplicated PCG Component instance resets overridden parameters to default

UE - Graphics Tools - PCG - Components - Jun 4, 2025

Context: Similar to parameters in the Material editor, PCG Graph Parameters are user created overridable values and can help create customizable graphs for a variety of situations. Problem: The l ...