Physics actor attached during runtime doesn't have proper collision

UE - Gameplay - Oct 14, 2015

Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...

Collapsed Nodes do not move with their functions

UE - Gameplay - Blueprint - Apr 10, 2015

When you create a function and collapse nodes within it, the collapsed nodes to not follow the function category switch. I also noticed that when you move the function around that has the collapsed ...

Reflection capture memory not released

UE - Graphics Features - Mar 16, 2020

Until 4.23.1, the value of the Texture Memory Cube is reduced to an appropriate size. It is explained in the following thread:https://udn.unrealengine.com/questions/398103/index.html ...

Downsampled SceneColour textures are not invalidated after ComposeToNewSceneColor when TSR is enabled leading to AfterMotionBlur materials not rendering bloom

UE - Graphics Features - Sep 11, 2025

When an emissive AfterMotionBlur material is used with TSR, Bloom is not applied to the material. The cause for this appears to be that AfterMotionBlur materials are composed to a separate texture ...

PBO Disable option does not work in Hide Bone By Name node

UE - Simulation - Physics - Aug 10, 2015

PBO Disable option does not work in Hide Bone By Name node See repro and images[Image Removed][Image Removed] ...

LIVE: Crash on highresshot console command

Tools - Nov 10, 2014

User is reporting a crash when using the console command "highreshot #" with any number. [Link Removed] ...

Crash can happen in FDetailLayoutBuilderImpl::Tick() when a category of UStruct member includes the "|" symbol and member is Tickable.

UE - Editor - Workflow Systems - Dec 3, 2024

A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...

Greyscale Textures look in Texture Editor do not match Material Editor or Final Results

UE - Graphics Features - Jan 9, 2015

Greyscale image compression and sRGB settings are rendering different results in the Texture Editor versus the Material Editor and in game. Texture Editor (sRGB = True, Compression=Greyscale):[Link ...

Particle Ribbons not firing off consistently

UE - Graphics Features - Apr 8, 2016

Ribbon trails do not immediately follow the lead particle when fired. There is an inconsistent delay in some that cause them to either not fire or fire mid stream. This did not occur in 4.10.4, bu ...

WorldCoordinate3Way produces Incorrect Axis Lerps

UE - Graphics Features - May 18, 2016

The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...