Custom Depth incorrectly displays in game when Post Process is set to 'Before Tonemapper'

UE - Graphics Features - Oct 28, 2019

Custom Depth is not displaying correctly when setting Post process to Before Tonemapping. We see this as a regression. This was working properly in 4.22. ...

REINST classes are available in the class reference drop down

UE - Gameplay - Blueprint Editor - Sep 28, 2021

This doesn't seem to occur every time I run the editor, I can't get it to repro consistently Note: It is possible that this is happening in blueprints based off of a native c++ class has been rel ...

Actors with Child Actor Components get out of sync when undoing component transform in child Blueprint

UE - Framework - Blueprint Editor - Aug 17, 2023

Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...

Per instance custom data and Material Layers issue

UE - Rendering Architecture - Dec 12, 2023

Blueprint Typing Potentially Incorrect when using Chooser Plugin

UE - Anim - Gameplay - Jan 8, 2024

This appears to be some form of type confusion. In editor, the type of the result pin is a Packed Level Actor Class Reference, but at runtime, the returned value is a BlueprintGeneratedClass. ...

Capsule component renders incorrectly with non-uniform scale

UE - Simulation - Physics - Jan 30, 2025

Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...

Niagara mesh particles invalidate lighting when "Cast Shadow" is enabled with Hardware Ray Tracing enabled

UE - Graphics Features - Lumen - Jun 24, 2025

Lumen HWRT, combined with Niagara Mesh Renderer, can cause the Lumen Scene to be reset, resulting in a sudden change to indirect lighting. ...