Editor gets stuck "Updating file(s) source control status" when importing multiple FBX files with Git source control

If a user attempts to import multiple FBX files into a project that is set up with Git source control, the message "Updating file(s) source control status..." will appear and stay on the surface ind ...

Retargeting Root Motion not working in UE4.10

OLD - Anim - Nov 24, 2015

Retargeting root motion results in the target animation appearing to "slide" on the ground or "hover" as if hanging from the pelvic bone. This has been reported to be fine in 4.9 but multiple users ...

Editor crash opening level with instance blueprint component

UE - Gameplay - Blueprint - Feb 20, 2017

When an actor has an instanced blueprint property, the order in which the map's imports are being verified when loading can cause the editor to crash. For example, trying to load an instanced bluep ...

BP - Class default value is temporary reset after parent c++ class compile.

UE - Foundation - Cpp Tools - Hot Reload - Nov 21, 2017

class default value after c++ class compile will temporary initialized. It will be restored when opening the project again. ...

MoviePipeline Project Settings can't refer to Plugin classes

UE - Anim - Sequencer - Feb 12, 2022

A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...

Can't set "r.Shaders.Optimize" to false in UE5.4

UE - Rendering Architecture - Shaders - Jun 7, 2024

The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...

When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, ignoring the PlayerControllerIndex.

UE - Niagara - Nov 8, 2024

When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...

Actor Dropped at Wrong Location During PIE

UE - Editor - Applied Usability - Apr 3, 2025

When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...

Inconsistent warning with actor root component mobility setting

UE - Gameplay - Oct 27, 2016

When an actor class sets the root component mobility to Static or Stationary, spawning an instance of the class (or child blueprint) during runtime will print a warning message in the output log of ...

Static Meshes in Precomputed Visibility Cells are not occluded by landscape

UE - LD & Modeling - Terrain - Landscape - May 5, 2016

When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...