Custom Primitive Data color widget not applying correctly to static mesh components in Blueprint editor.

UE - Rendering - Architecture - Materials - Jul 23, 2025

Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...

Temporal blur artifacts on Geometry Cache Components in Blueprint actor

UE - Editor - Content Pipeline - Alembic - Jan 9, 2026

When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...

GetAllocatedSize returns inaccurate number of bytes

UE - Foundation - Core - May 20, 2015

When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Parent Begin Play node does not appear to run the parent code class BeginPlay() function before the rest of the Blueprint's Begin Play functionality

UE - Gameplay - Blueprint - Feb 19, 2015

If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...

Cloth rendering issue on triangles sharing kinematic attachments.

UE - Simulation - Physics - Character - Jul 29, 2020

All render vertices on any cloth triangle that contains one or two fixed vertex are set as fixed, whereas this should only be the case if all three vertices were fixed. ...

Some post-processing passes sample outside of the viewport when using scene capture components

UE - Rendering - Graphics Features - Nov 29, 2023

It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...

BP class variables aren't created for component templates not loaded in an uncooked server build due to component class NeedsLoadForServer() API override.

UE - Gameplay - Components - Jun 6, 2016

See UDN thread for details. Essentially we need to ensure that class variables are created for SCS components even if the template isn't loaded as a result of a NeedsLoadForServer() API override. O ...

Destroying Actor via RepNotify After Seamless Travel Causes Pending Kill Warning

UE - Networking - Dec 15, 2016

Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...

Calling DiscardPlayerInput() does not appear to actually discard the player's input

UE - Gameplay - Jun 19, 2018

Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...