Skeletal mesh LODs never stream up under SSAM: FSkeletalMeshSceneProxy caches ForceStreamedLOD and is never re-gathered

UE - World Creation - Worldbuilding Tools - Jul 29, 2026

UE 5.8, cooked build, SSAM enabled (s.StreamableAssets.UseSimpleStreamableAssetManager=1, required by FastGeo). Symptom: characters spawn at a crude LOD and can never stream up for the lifetime of ...

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor

UE - Gameplay - Oct 12, 2018

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor.  Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...

If a function that takes a custom struct as a parameter is changed and a hot reload performed, any variables in Blueprints that are of that custom struct type will disappear and no longer be usable.

UE - Gameplay - Blueprint - Aug 27, 2015

After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...

Custom Primitive Data types do not work with Procedural Meshes even though the option exists in their Details Panel

UE - Graphics Tools - Modeling Tools - Dec 16, 2021

This is a not a regression. Tested in UE5(Binary), UE4(Binary), and UE5 Main(P4). Procedural Meshes have the option for CPDs listed in their details panel under Rendering > Advanced >Custom Primit ...

Local binary build fails with iOS platform included

UE - Foundation - Cpp Tools - Sep 26, 2018

This report is very similar to [Link Removed] (the command line used to run the build is slightly different), but the build fails with a different error. In this case, a source file is being looked ...

UE5.6+ - Mutable - IDPrefix crash when combining Child Objects, Add to Mesh Component and Extend Mesh Section.

UE - Anim - Mutable - Jul 21, 2025

So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...

Tilemaps with masked materials respond to lighting at incorrect directions

UE - Gameplay - Paper2D - Nov 19, 2018

Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering.  Lighting will appear at incorrect angles. ...

Memory Leak When Raytracing Enabled with Specific Rendering Settings

UE - Graphics Features - Ray Tracing - Apr 8, 2025

When a shipping build is packaged using specific rendering settings a memory leak can be observed. The licensee has noted that this leak presents as a 10MB per hour increase in RAM usage. It has a ...

Chaos Fields: LS_MasterField continuously creates components every frame and never cleans them up

UE - Runtime - Deformable - Mar 25, 2026

While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...

Packaging for DLC with plugin multiple times causes failure due to file path length

When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...