Destructible attached with a Physics Constraint ignores Start Awake on play

UE - Simulation - Physics - Destruction - Jul 26, 2016

Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Control Rig parameters don't function in the AnimBP after the Editor restarts

UE - Anim - Rigging - Control Rig - Jun 14, 2020

Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...

"Out of video memory" crash when attempting to save many assets with source control enabled

UE - Graphics Features - Sep 25, 2020

This will only repro when connected to source control ...

Blueprint class's property is overridden by parent blueprint class

UE - Gameplay - Components - Nov 2, 2020

I did some research. The problem is caused in CoreNative.cpp. In Function GetInstancedSubobject (Line 126) We should check if instance is runtime instance first. If it is runtime instance, just us ...

Anim Curve Data Does Not Appear in Montages When Using Animation Modifier, MotionExtractorModifier

UE - Anim - Runtime - Apr 28, 2022

Occurs 5/5 times Regression does not occur as the MotionExtractorModifier appears to be new with UE5.  Curve data is not displayed in an Animation Montage when Animation Modifier, MotionExtractorM ...

Selected tool using ScriptableTool might get closed when selecting an exposed property.

UE - Graphics Tools - Modeling Tools - May 21, 2024

When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...

Scroll Box Dragged State Persists After Input Mode Change

UE - Editor - UI Systems - Slate - Oct 31, 2024

This is an edge case occurring when changing Input Mode while the Scroll Box is being dragged. When the Input Mode switches to Game Only, further drag actions are no longer possible. However, becaus ...

UWorldPartitionSubsystem::IsStreamingCompleted returning the wrong query result when all cells and actors in location are in DataLayers

UE - World Creation - Worldbuilding Tools - World Partition - Jul 24, 2025

Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...

Static Mesh Contact Shadows still render when all LOD sections have Cast Shadows dissabled

UE - Graphics Features - Oct 30, 2025

When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...