OFPA: Cooking fails with nested actors

UE - Engine Scaling - Streaming - OFPA - Jun 10, 2024

Missing display units initialization from project settings

UE - Editor - Jun 11, 2024

From customer: Hi there, I stumbled upon a bug where the display units as set in the Project Settings under the Editor Appearance category for properties were not getting displayed properly and was ...

Using Depth of Field when "r.PostProcessing.PropagateAlpha" is enabled causes halo effect on higher scalability modes and resolution

UE - Rendering - Features - Dec 16, 2024

There is a haloing effect when depth of field is used while post processing also has propagate alpha enabled at higher scalability levels. The effect becomes more obvious as the resolution of the vi ...

Modifying FinstancedStruct (Blueprint structs) properties inside another FInstancedStruct triggers an ensure and properties do not get saved.

UE - AI - Dec 16, 2024

There is a bug with Blueprint structs having FInstancedStruct as a property. If you modify the DefaultValues of any property of an FInstancedStruct inside the blueprint struct asset, an ensure will ...

Material Emissive Color not working with SkyAtmosphereIlluminance Material Expression

UE - Rendering - Features - Jan 9, 2025

A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...

Performance hitch from RemoveGeometryCache flushing the render thread

zComponent - Archive - Jun 12, 2025

FGeometryCacheStreamingManager::RemoveGeometryCache calls FlushRenderingCommands which shows up as a hitch when profiling. [Link Removed] Ideally the flush added in CL#23782411 to fix a rare deadl ...

Significant hitch occurs when invoking ApplySettings on a UGameUserSettings object

UE - Rendering - Features - Jun 18, 2025

Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...

When exporting static meshes with bExportSourceMesh enabled, there is a problem where all UVs are fragmented.

zComponent - Archive - Sep 22, 2025

From customer: "In the StaticMesh Export option, when bExportSourceMesh is set to True, exporting StaticMesh Assets and importing them into DDC tools such as 3dsMax or Maya results in the UVs being ...

If 'Enable Physics Interaction' is disabled, the player can still interact with physics objects

UE - Gameplay - Oct 22, 2015

If 'Enable Physics Interaction' is disabled, the player can still interact with physics objects User Description: I have a Bus Vehicle with custom physics (skeletal mesh). So I can walk through th ...