Constraint to kinematic root body prevents skeletal mesh from sleeping

UE - Simulation - Physics - Mar 5, 2019

Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...

Compute shader TAADilateVelocity crashes on macOS

UE - Platform - Apple - Oct 14, 2021

Summary A licensee recently integrated the Oceanology 5 plugin from the marketplace and it triggered a crash on macOS/Metal.Platform The licensee is running macOS Bit Sur 11.5.2 on an AMD Radeon Pro ...

Take Recorder - Viewport Freezing and Performance Degradation When Recording Without Subsequences

UE - Virtual Production - Tools - Take Recorder - Apr 11, 2024

Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...

Nanite Mesh Dither Opacity Mask Not Working in 5.6.0

UE - Graphics Features - Nanite - Jul 30, 2025

In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...

Failed to generate Nanite data for mesh with bDoFastBuild enabled

UE - Graphics Features - Nanite - Oct 1, 2025

If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...

Collision Boxes not set properly when using negative values

UE - Simulation - Physics - May 15, 2015

When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...

Changes to code during a compile are not registered if compile is canceled/restarted

UE - Foundation - Cpp Tools - UnrealBuildTool - Jul 31, 2015

While the editor is compiling a hot reload, if project code is changed and the compile is canceled, code changes are not reflected upon next editor compile. ...

Hot Reload changes actor focus from a component to its root

Tools - Mar 10, 2015

When a hot reload occurs in the editor, if the component of a placed actor is selected then focus will switch from the component to the actor's root. This can be confusing when the root is a code c ...

Deleting class instance will call destructor for each instance of the class

Tools - Mar 11, 2015

**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...