When using 'r.VT.SplitPhysicalPoolSize 64' with nanite meshes, mesh painting does not update in real time (only updates after stroke finished), duplicates mesh painting across separate instances of a mesh, and sometimes doesn't show up in PIE.

UE - Rendering - Architecture - Mar 3, 2025

When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...

ResavePackages commandlet (buildlighting) fails/asserts on reflection captures in non-visible sub-levels

UE - Rendering - Graphics Features - May 13, 2025

When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...

AnimNotify Issue with LevelSequencer Actor with URO

UE - Runtime - Anim BP - May 19, 2025

Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...

MRQ reports missing frames when rendering multiple cameras on a Sequencer camera track with Temporal Sample Count > 1

UE - CAPT - Color Pipeline and Rendering - MRQ - Feb 2, 2026

If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following erro ...

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject

UE - Framework - Blueprint - Nov 28, 2025

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...

Vehicle Template dashboard texts is blurred when moving

Docs - Samples - Jan 14, 2015

Descrition: When using the vehicle template the text rendered on the dashboard when using the car is blurred. This seems likely to how the text here is setup vs the hud for the 3rd person view. ...

Blueprints components setup through code cannot have the parent socket set inside the blueprint

UE - Gameplay - Blueprint - Aug 28, 2015

If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...

[Linux] Setting fullscreen game resolution below set window resolution does not stretch the game across the window.

UE - Platform - Linux - Aug 13, 2015

If the resolution of the game is set to something lower than the screen resolution and then set to fullscreen the game will not stretch to fit the screen and portions will be left black. ...

Setting scale to 0 in any direction breaks overlap events

UE - Simulation - Physics - May 26, 2015

When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...

Two event graphs with similar names will populate events to only one graph in My Blueprint pane

UE - Gameplay - Blueprint - Jan 27, 2016

Two event graphs with similar names will populate events to only one graph in the My Blueprint pane. This specifically occurs when the event graphs are named with and without spaces in the name, suc ...