Invalid DumpGPU capture when ProjectDisplayedTitle contains special utf8 chars

UE - Graphics Features - Mar 7, 2025

Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...

Destructible Mesh spawned before static mesh with World or Asset support is not supported

UE - Simulation - Physics - Destruction - Apr 27, 2015

When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...

Overriding a UFUNCTION in a Blueprint results in an empty "Event Graph" category being shown in a Data Asset containing an instance of the Blueprint

Tools - Nov 12, 2018

When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...

[Voice Virtualization][Focus] - Looping sounds do not become Virtual when Virtualization is Restart and Volume Attenuation is set to 0 by Focus settings

UE - Audio - Voice Management - Sep 2, 2021

When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...

Duplicated PCG Component instance resets overridden parameters to default

UE - World Creation - Procedural Tools - PCG Component - Jun 4, 2025

Context: Similar to parameters in the Material editor, PCG Graph Parameters are user created overridable values and can help create customizable graphs for a variety of situations. Problem: The l ...

Custom Primitive Data color widget not applying correctly to static mesh components in Blueprint editor.

UE - Rendering Architecture - Materials - Jul 23, 2025

Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Parent Begin Play node does not appear to run the parent code class BeginPlay() function before the rest of the Blueprint's Begin Play functionality

UE - Gameplay - Blueprint - Feb 19, 2015

If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...

The OnUnPossess() method of the AAIController class is triggered twice

UE - AI - Apr 21, 2020

The OnUnPossess() method of the AAIController class is triggered twice ...