Cull Distance Volumes don't work with WP

UE - World Creation - Worldbuilding Tools - World Partition - Jul 19, 2023

p.NetShowCorrections debug capsules do not match character's orientation with custom gravity direction

UE - Gameplay - Player Movement - Jun 25, 2025

This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...

[Debug Tools][Crash] - Enabling au.editor.ForceAudioNonStreaming causes editor to crash the next time the user PIEs

UE - Audio - Stream Caching - May 31, 2022

Encountered while going through some debug commands. Repro 3/3. Crash Reporter Link: [Link Removed]Assertion failed: ChunkIndex != 0 [File:E:\User\Engine\Source\Runtime\Engine\Private\AudioStreaming ...

Regression: Several project settings, especially from built-in Plugins, are being silently erased when previously they were not, which is perceived as a bug

UE - Foundation - Feb 28, 2025

In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...

Custom Water Body does not work with its own Distance Culing

UE - Graphics Tools - Terrain - Water - Sep 14, 2023

WaterBodyCustom seems not to work with Distance Culling settings on its own actor, either Draw Distance/Never Distance Cull or Allow Cull Distance Volume.  It only can be controlled by the CullingD ...

The speed and delay of Animators is increased in exports when the scene contains 3D Grass

TM - Rendering - Jul 23, 2025

Reported in SF [Link Removed] For animators (translators and rotators), when the scene contains the 3D Grass materials, videos exported from the scene will display animators delay and speed up abou ...

Global Invalidation causes CommonAnimatedSwitcher to flicker after animation completes

UE - Editor - UI Systems - UMG - Feb 19, 2025

The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...

Copying and pasting a material function renders all of the duplicates inputs as not having default values

UE - Rendering Architecture - Materials - May 22, 2019

The top material function was placed in a graph directly. The second was generating by copying the first node. Note that the input pins changed color which indicates that each input on the new modul ...

Specific Blend Mode of Material on UMG render incorrectly when HDR is enabled

UE - Graphics Features - Jan 27, 2022

This issue occurs with the Additive and Alpha Holdout settings. ...