Foliage breaking when used Sublevels into a Persistent Level

UE - World Creation - Worldbuilding Tools - Foliage - Jul 31, 2024

Misalignment between meshes used in landscape spline segments

UE - Graphics Tools - Terrain - Dec 17, 2024

When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...

UMG Retainer Box renders incorrect colors with Color Vision Deficiency enabled

UE - Editor - UI Systems - UMG - Aug 27, 2025

When using a Retainer Box in UMG with Color Vision Deficiency enabled, the content inside the Retainer Box is rendered with incorrect colors compared to the rest of the UI. This bug is present in UE ...

EncompassesPoint always returns false on ANavMeshBoundsVolume due to missing BodyInstance

UE - AI - Aug 3, 2025

When calling EncompassesPoint on an ANavMeshBoundsVolume, the method always returns false even if the target point is clearly within the visible volume bounds. This occurs because AVolume::Encompas ...

“None” option removed from “Preview Game Language” in Editor Preferences since UE 5.6

UE - Editor - UI Systems - Oct 24, 2025

In Unreal Engine 5.5 and earlier, users could select “None” as the Preview Game Language in the Editor Preferences. Starting from UE 5.6, this “None” option is no longer available. Based on source ...

Changing Game Icon does not properly alter icon on Windows taskbar in packaged project

UE - Foundation - Core - Cooker - Sep 24, 2015

Changing the Game Icon in Windows Packaged projects does not display the new icon on Windows taskbar. ...

Scaling problems when using "Keep World Position" attachments

UE - Gameplay - Jun 4, 2015

When using the "Keep World Position" attachment type, the child mesh does not scale properly with the parent. X scales normally, but Y and Z seem to be swapped. [Image Removed] The name "Keep Wor ...

F10 shortcut does not skip to next node when breakpoints are active

UE - Gameplay - Blueprint - Jun 10, 2015

If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...

LIVE: All Sprites and Flipbooks besides the player's appear blurry when the player character moves

UE - Gameplay - Paper2D - Oct 31, 2014

All Sprites and Flipbooks besides the player's appear blurry when the player character moves. It is more evident in some sprites than others, but it appears that any sprite or flipbook that are not ...

Adding a Named Slot to a UMG Widget is causing the number to increase rapidly.

UE - Editor - UI Systems - Feb 25, 2015

If you create a new Blueprint Widget, place a button into the widget, and click, hold, and drag a Named slot onto the button, the number of the Names Slot will keep increasing as long as the named s ...