Virtual Shadow Maps on Spot Lights cause a blocky presentation similar to an incorrect mip level

UE - Graphics Features - Shadows - May 26, 2025

Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...

Mutable RemoveMesh node with data from DataTable

UE - Anim - Mutable - Jul 28, 2025

Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...

PCGs Duplicate Point node option to apply in Relative Space has metadata warnings and crashes editor.

UE - Graphics Tools - PCG - Procedural Tools - Jan 21, 2026

When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will ...

Issue with r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat

UE - Rendering - Features - Mar 30, 2026

When "r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1", some values for the Sky Atmosphere at some directional light angles can lead to the sun disk being cut off, and taking on a chord shape. A ...

Changing Game Icon does not properly alter icon on Windows taskbar in packaged project

UE - Foundation - Core - Cooker - Sep 24, 2015

Changing the Game Icon in Windows Packaged projects does not display the new icon on Windows taskbar. ...

"Split Struct Pin" breaks functionality of Transform Bone node

OLD - Anim - Jun 22, 2015

Using the "Split Struct Pin" right click option on the rotation pin breaks the functionality of the Transform Bone node in Animation Blueprints NOTE: I noticed the Roll/Pitch/Yaw are in a differen ...

Scaling problems when using "Keep World Position" attachments

UE - Gameplay - Jun 4, 2015

When using the "Keep World Position" attachment type, the child mesh does not scale properly with the parent. X scales normally, but Y and Z seem to be swapped. [Image Removed] The name "Keep Wor ...

TextRender components do not update until blueprint is saved and compiled

UE - Gameplay - Blueprint - Aug 25, 2015

TextRender components do not update when text is changed on compile. The blueprint must be saved, closed, and re-opened for the change to take effect. ...

Duplicating an actor that calls a custom event from another actor receives compile error

UE - Gameplay - Blueprint - Jun 23, 2015

Duplicating an actor that calls a custom event from another actor receives compile error until the node is removed and replaced. ...

F10 shortcut does not skip to next node when breakpoints are active

UE - Gameplay - Blueprint - Jun 10, 2015

If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...