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UE - Editor - Workflow Systems - Nov 15, 2022

When an existing project is opened from a location where it hasn't been created on that machine, the Editor is unable to parse the project's location properly and fails to show it in the Project Bro ...

GLTFExporter indexing issue

UE - Editor - Content Pipeline - glTF - May 29, 2025

Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...

Incorrect UV coordinates when visualizing mesh painting texutre on Nanite splines

UE - Graphics Features - Jun 30, 2025

The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...

Changing between multiple Streams that are contained within an array does not work

UE - Gameplay - Blueprint - Mar 20, 2015

Changing between multiple Streams that are contained within an array does not work. ...

Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted (BodySetup is marked Instanced)

UE - Gameplay - Blueprint - May 15, 2017

Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted. In this example the generated box appears to lose collision once an "Add procedural mesh component" node ...

Foliage does not spawn on Hierarchical Instanced Static Mesh Components

UE - World Creation - Worldbuilding Tools - Foliage - Jul 3, 2015

Foliage does not spawn on Hierarchical Instanced Static Mesh Components ...

Performance slowdown when ray tracing is disabled due to SetResidencyPriority

UE - Rendering Architecture - RHI - Jul 17, 2025

When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...

A crash can occur when modifying a user-defined struct asset that's indirectly accessed through a variable node.

UE - Gameplay - Blueprint Editor - May 11, 2021

If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...

Grandchild actor with IsEditorOnly enabled is duplicated during save the level.

UE - Gameplay - Components - Dec 6, 2019

IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...

Conflicting FName for components freezes the editor with no warning

UE - Foundation - Core - Jun 24, 2015

If two code components have the same TEXT("") name in the CreateDefaultSubobject call the code will compile correctly but the editor will freeze when adding an instance of the class or classBP to th ...