UPlacementSubsystem can return unintended factories from FindAssetFactoryFromAssetData

UE - Editor - Workflow Systems - Oct 13, 2023

Factories registered to the PlacementSubsystem using  UPlacementSubsystem::RegisterAssetFactory will always be added to the end of the AssetFactories array. Which means if there are any existing reg ...

Overriding a struct member field's default value on a BP-added component in a BP asset will no longer allow the user to edit that struct member on instances of that BP's component if the member is deprecated.

UE - Framework - Blueprint - Oct 19, 2023

Properties that are deprecated are (incorrectly) not currently being propagated to instances by the duplication logic that we use to instance BP-added components as part of Actor-based BP constructi ...

When copying category properties, all the EditConst flags are not checked. This overrides variables that should not be written.

UE - Editor - Workflow Systems - Mar 12, 2024

If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...

Water is missing or appears in wrong places due to incorrectly rendered WaterInfoTexture.

UE - Graphics Features - Jun 16, 2025

Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...

Interaction between sublevels and LevelSequences can break actors attachments hierarchy of the sublevel.

UE - World Creation - Worldbuilding Tools - Aug 6, 2025

Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...

Importing FBX that contains a socket from Blender to Unreal, the socket gets rotated by 90° and is scaled by 100

UE - Editor - Content Pipeline - Import and Export - Sep 9, 2025

Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...

In Persona, Viewport shortcuts remain default after changing Key Binding preferences

OLD - Anim - Dec 22, 2015

After adjusting viewport shortcuts in Editor Preferences, the Persona viewport seems only partially responsive to the changes. It's as if the viewport shortcuts are hardcoded for Persona. Example ...

Adjusting transform of a mesh with LODs causes LODs to flicker

UE - World Creation - Worldbuilding Tools - Foliage - Jun 3, 2015

If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...

Other components aren't ignored if 'Ignore Owning Actor' is enabled for a Radial Force component

UE - Gameplay - Jun 17, 2015

Other components aren't ignored if 'Ignore Owning Actor' is enabled for a Radial Force component User Description: From 4.7 release notes; "New: Added 'Ignore Owning Actor' option to Radial Force ...

Selecting a text field that is displaying "Multiple Values" will rewrite all values for all selected entities to "Multiple Values"

Tools - Jun 14, 2015

Selecting a text field that is displaying "Multiple Values" will rewrite all values for all selected entities to "Multiple Values". Reproduced in 4.7.6, 4.8.0, and Main (//depot/UE4/Promotable-CL-2 ...