Hit Box components created by listen server at runtime won't replicate

UE - Networking - Nov 17, 2022

Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. This is By Design. Replication for actors is disabled by default, and need to be enabl ...

Merge Actors Merge Materials Missing in Content Browser

UE - World Creation - Worldbuilding Tools - Merge Actor - Nov 1, 2023

Some debug modes do not work in PIE

UE - Platform - Mobile - Jan 9, 2024

It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...

Editing a spline component in 5.4 no longer fires construction events.

UE - Editor - Workflow Systems - Apr 14, 2024

Licensee found that in 5.4 the spline component when edited in editor, no longer triggered the construction script potentially breaking their art pipeline. The licensee mentioned the cause is likel ...

[Interchange] Adding fbx file to monitored folder triggered legacy import

UE - Editor - Content Pipeline - Import and Export - Jun 12, 2024

The import dialog window is the legacy one and not the Interchange one. Auto reimport of modified FBX seems to be working properly with legacy or interchange selected depending on the CVar Rep ...

Actors removed from the world are unregistered both before and after EndPlay

UE - World Creation - Worldbuilding Tools - Nov 5, 2024

Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...

Incorrect mesh deformation when Max World Position Offset Displacement used

UE - Graphics Features - Nanite - Feb 12, 2025

When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...

CreateDynamicMaterialInstance will pull from the base rather than overridden mesh on SkinnedMeshComponent when run from construction script

UE - Framework - Blueprint - Feb 6, 2025

When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...

Level Actors that are converted to a Blueprint using "Convert Selection to Blueprint Class" and using "Harvest Components" as the CreatingMethod, does not sanitize dots (.) character and make them invalid for operations like StaticFindObject.

UE - Framework - Blueprint Editor - Feb 20, 2025

When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...

Anim State Notifies Don't Consistently Fire Begin/End Events for Looping Anim Sequences

UE - Anim - Runtime - Anim Blueprints - Jun 9, 2025

If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...