Native default subobjects nulled in child Blueprints on compile

UE - Gameplay - Blueprint Compiler - Oct 25, 2021

From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...

r.VolumetricRenderTarget.PreferAsyncCompute producing different visuals

UE - Graphics Features - Aug 2, 2024

When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...

D3D12 Does Not Correctly Validate Static Uniform Buffers Correctly

UE - Rendering Architecture - RHI - Feb 12, 2025

When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...

Bug: Level Sequence OriginOverrideLocation not propagating to newly added nested ShotTracks

UE - Anim - Sequencer - May 14, 2025

Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...

UEnum::NumEnums appears to be returning one more than the actual number of elements in an enum.

UE - Foundation - Core - Jan 6, 2015

A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...

Android DLC profile in Project Launcher fails if there is a space in the path for the destination directory

UE - Platform - Mobile - Aug 22, 2018

Creating and running an Android DLC profile in the Project Launcher currently fails if there is a space in the path to the destination directory where the packaged DLC will go. If there is no space ...

MaterialInstanceConstant doesn't refresh soft references of non-overridden texture parameter

UE - Graphics Features - Aug 22, 2022

Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...

Syncing to an asset through in-editor interface will not update existing assets while in the editor

Tools - Sep 4, 2015

If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...

Implied Decal Blend Modes don't account for static ignore-switch parameters in an expected way

UE - Graphics Features - Sep 28, 2021

The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...

AppleARKit forces view projection matrix according to device viewport

UE - Platform - XR - Nov 5, 2024

[Link Removed] ...