Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - World Creation - Worldbuilding Tools - Foliage - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...

Character sliding down a surface can prematurely land before reaching a walkable floor

UE - Gameplay - Player Movement - Apr 3, 2024

Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor.  This seems to occur when slidin ...

When moving actors to the current level, their label is reset and displayed incorrectly on the Scene Outliner until the next time it is refreshed

UE - Editor - Workflow Systems - Jul 14, 2025

This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed], which was fixed by CL 40649716/40649749 and integrated into UE 5.6, ...

Max Pitch Angle does not correctly apply when utilized in procedural foliage volumes

UE - World Creation - Worldbuilding Tools - Foliage - Aug 27, 2015

Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...

Cannot build project for Shipping when bUseLoggingInShipping is set to true for a project that uses replicated properties

UE - Foundation - Core - Mar 22, 2018

Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...

Attempting to rename function bound to delegate or rebind delegate to new function will fail

UE - Foundation - Core - Nov 9, 2016

Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation

UE - Editor - Content Pipeline - May 1, 2025

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...

Renaming a Struct variable that is used in a Widget BP creates 'Warning: Unknown property in' warnings in the Output Log

UE - Gameplay - Blueprint - Apr 27, 2016

Renaming a Struct variable that is used in a Widget BP creates 'Warning: Unknown property in' warnings in the Output Log User Description: I think this should be brought up as these seems to be a ...

Sprite collision is inaccurate

UE - Gameplay - Paper2D - Oct 31, 2014

Sprite collisions do not accurately reflect the collision for the sprite. While the collisions are always the same between two of these, the collisions do not correspond to the shape of the collisio ...

The ActionInstanceData event is incorrect when triggering a "Started" delegate which is on the same tick as a "Triggered" event

UE - Gameplay - Input - Jun 15, 2023

This is happening because the FInputActionInstance has the event as "triggered" when the triggered event and started event occur on the same frame. This is correct, but when the delegate gets fired ...