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 - Visual - 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. ...

Inconsistent Details Panel Focus Behavior On Enter Pressed for Blueprint-Added Components

UE - Editor - Workflow Systems - Jul 2, 2025

When editing a component property in the level viewport, if the component was added via the Blueprint Editor, pressing Enter after changing a value causes the details panel to lose focus. This inter ...

5.6 Skeletal Meshes with Disabled Sections Flicker in Ray Tracing Scene

UE - Graphics Features - Ray Tracing - Nov 7, 2025

Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...

Drag and Drop fails in Standalone and Packaged builds when WidgetComponent’s Widget is set at runtime

UE - Editor - UI Systems - Dec 4, 2025

When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...

Input Touch Hold trigger fails to reset, unlike Mouse Hold (using Enhanced Input Context)

UE - Gameplay - Input - Nov 13, 2025

When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...