Skybox not rendering in packaged project with Vertex Fogging enabled

UE - Platform - XR - Feb 10, 2020

Vertex Fogging setting causes skybox material on large skybox mesh to not be rendered. Confirmation for 4.25 blocked by [Link Removed] ...

Actor attached to child actor fails to serialize as part of map

UE - Framework - Components - Nov 3, 2023

Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...

BP child not overriding parent's mesh in Nativized builds

UE - Gameplay - Blueprint Runtime - Jan 3, 2017

The mesh on the right is a child of the one on the left, in a non-nativized cooked build it's a sphere, but in a nativized one, it's a cube. Regression: Working: UE4/Main, 4.15 CL 3233043 Broken: U ...

Debug values not updated for parallel eval Animation BPs

OLD - Anim - Oct 22, 2019

The watched values of a level instanced ABP do not update if a.ParallelAnimEvaluation is enabled. ...

Depth Not Rendered Correctly When Using CustomProjectionMatrix in SceneCaptureComponent2D

UE - Graphics Features - Apr 15, 2020

The depth is rendered incorrectly when using a custom projection matrix in SceneCaptureComponent2D. You can find an example project at [Link Removed]. You can find where the CustomProjectionMatrix ...

Editor vs Runtime: Inconsistent data layer behavior when attaching actors

UE - World Creation - Worldbuilding Tools - World Partition - Jun 5, 2025

In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...

Fbx scene re-import is not marking as dirty new asset

Tools - Nov 10, 2016

Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...

The number of elements in an array remain the same as the default when duplicating an actor

UE - Gameplay - Blueprint - Feb 22, 2017

If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...

Screen Space Widget Component offset in Editor Viewport when using Windows Scaling

UE - Editor - UI Systems - Jul 23, 2018

Using Windows scaling above 100% now causes Screen Space 3D Widgets to be offset. (Pressing F11 for fullscreen or launching will cause widget to appear in correct location) ...