Rendered panoramas using Lumen may be overexposed

TM - Rendering - Sep 30, 2025

Reported in SF [Link Removed] Lumen Panorama renders in 2025.2 may appear overexposed compared to the viewport, or when comparing the same render produced in 2025.1.1 This only appears to occur wi ...

Controller input changes for network players based on which window has focus

UE - Gameplay - Input - May 23, 2016

When testing networked multiplayer with two controllers, if the server window (editor) has focus, controller 1 controls the server character and controller 2 controls the client character. If the c ...

When importing Destructible Mesh chunks, the imported chunks are larger than the Mesh

UE - Simulation - Physics - Destruction - Mar 6, 2020

The Imported Destructible Mesh chucks are not to scale when compared the original mesh and appear much larger. This was reported and tested in 4.23.1 (CL-9631420). This was reproduced in 4.24.3 (CL ...

Changing the case of any node with a String input will not be saved

UE - Gameplay - Blueprint - Apr 20, 2016

Changing the case of any node with a String input will not be saved User Description: Changing case of any string input in BP not accepted But the problem is still happened on any string input of ...

Cannot set auto success range to an invalid value in the AIPerception component

UE - AI - May 3, 2019

When modifying the value of "Auto Success Range from Last Seen Location" to a value that is not it's default, you can not set it back to its default -1 one value. This was reported and tested in 4 ...

Crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape

UE - LD & Modeling - Terrain - Landscape - Oct 28, 2016

A crash occurs when you have a hidden Sub-level containing a landscape and you attempt to toggle the Landscape Mode after re-opening the project. The licensee has authored their own fix for this is ...

ObjectPivotPoint does not work with instanced Nanite meshes

UE - Rendering Architecture - Materials - Nov 17, 2022

Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5. ...

BlendListByEnum assumes that enum values are sequential

UE - Anim - Runtime - Anim Blueprints - Aug 26, 2024

FAnimNode_BlendListByEnum assumes that values within a custom enum type are sequential (ie. the index 0 = value 0, index 1 = value 1).  But this is not true of all custom enum types, for example: U ...

"On List Selection Changed" Retrieves The Wrong Item When "Set Item Selection" is used.

UE - Editor - UI Systems - Jan 8, 2020

When a list view item in UMG is selected using "Set Item Selection" it will get the item of the first entry in the list or the last entry manually selected by the user. The correct item display nam ...

Struct array variables interpret multiple Structs as the same if they have the same values

UE - Gameplay - Blueprint - Jul 7, 2015

Struct array variables interpret multiple Structs as the same if they have the same values. This does not occur if the values in the Structs added to the array are different. Test project in 4.8.1 ...