Replace with child on subtree of the NamedSlot is broken after reloading a widget.

UE - Editor - UI Systems - Apr 5, 2021

"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...

Placed level instance causes "!ActorInstanceGuid.IsValid()" assertion after changing WorldSettingsClass

UE - World Creation - Worldbuilding Tools - Level Instances - Nov 13, 2023

Resaving the level using ResavePackagesCommandlet is a workaround. ...

World Position is incorrect when used to control the opacity mask in a nanite spline mesh

UE - Graphics Features - Feb 20, 2025

When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...

Masked material using virtual textures covering a decal will result in black pixels

UE - Graphics Features - Nanite - Mar 31, 2025

Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...

Matinee doesn't display animated SkeletalMesh if its origin is out of view

UE - Anim - Sequencer - Jan 23, 2015

From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...

Deferred and DBuffer Decals Normals are altered when adjusting the X Size/Scale

UE - Graphics Features - Dec 17, 2015

Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...

Regression for UPROPERTY specifier causing crash ("Template Mismatch during attachment") during PIE

UE - Foundation - Core - Jun 19, 2015

If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...

Changing transforms to absolute in parent blueprint does not propagate to child blueprints in the level

UE - Gameplay - Blueprint - Oct 26, 2015

If the transforms for a blueprint component are changed to "absolute" location and/or rotation, new child blueprints created will correctly show the absolute location/rotation changes, but the child ...

Hot Reload crash with Scene Component tied to Actor class

UE - Foundation - Core - Feb 19, 2015

After creating a Scene Component code class and an Actor code class, creating a reference to the SceneComponent in the Actor class constructor will cause a crash on hot reload in the editor. ...

Upon editor restart, some Break Struct nodes display a string of letters & numbers

UE - Gameplay - Blueprint - Mar 25, 2015

Update: 4/14/2015 Another report of this error: https://answers.unrealengine.com/questions/206466/blueprint-still-dirty-after-compile.html#answer-211801 =========================================== ...