FILTER_COMMANDLINE_LOGGING cannot be used without forcing UE_COMMAND_LINE_USES_ALLOW_LIST

UE - Core - Systems - Jul 30, 2024

There's two ways to affect the commandline in CommandLine.cpp: FILTER_COMMANDLINE_LOGGING - for filtering certain or all args (if left empty) from the log. UE_COMMAND_LINE_USES_ALLOW_LIST - for on ...

FDetailGroup::AddGroup does not correctly apply the default expansion state for DetailGroups

UE - Editor - Verse Class Editor - Feb 10, 2026

There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...

OnTextChanged not called for UEditableTextBox / UMultiLineEditableTextBox when text is set programmatically

UE - AI Workflows - UI Systems - Sep 29, 2025

When calling SetText() on a UEditableTextBox or UMultiLineEditableTextBox, the OnTextChanged delegate is not triggered. This regression was first reported in UE 5.3 and acknowledged previously in UD ...

Unable to locally rotate individual foliage

UE - World Creation - Worldbuilding Tools - Foliage - Jul 14, 2017

Unable to locally rotate individual foliage. This seems to have been a limitation of the foliage tool from it's creation. Licensee Description: I would like to ask if there is any way how to preve ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

UE - Framework - Blueprint - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...

OnObjectPropertyChanged Firing Excessively when FText is Bulk Edited

UE - Editor - Verse Class Editor - Jun 28, 2023

If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...

NormalizePackageNames() should interpret 'exclude developer folders' to also exclude packages in ExternalActors and ExternalObjects

UE - Core - Systems - Oct 14, 2022

In NormalizePackageNames() (PackageUtilities.cpp), there is a PackageFilter parameter, which can be set to exclude developer packages (NORMALIZE_ExcludeDeveloperPackages). The code only checks the b ...

Switching modular control rig to FK mode breaks pose of controls that have been baked to rig

UE - ACT Character - Control Rig - Sep 14, 2025

From the licensee:We have built a modular Control Rig in Unreal 5.6, and while IK to FK matching works correctly inthe rig, but we are facing an issue when applying mocap animation to the characters ...

Crash when calling FillDataTableFromCSVString() while viewing the contents of the data table

When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...

Default subobject of dynamic component skips initial replication

UE - Networking - Sep 11, 2024

Because the component's subobjects are replicated before the component, the content block for the subobject is received before the component has been created on the client. Since this subobject is c ...