MoviePipeline: Incorrect Caching of Min/Max World Delta Time

zComponent - Archive - Jan 31, 2023

To test this issue: Create a C++ class WolrdTimeDilationDebugActor.h in your Project with the following code:// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinim ...

OCIO: orthographic viewport perspectives disable color transform

zComponent - Archive - Apr 6, 2023

Switching through a non-perspective view disables the OCIO color transformation until perspective is re-selected. (There is also a related Slate-Editor issue where the visible viewport label doesn't ...

UProperty meta ShowOnlyInnerProperties doesn't properly propagate through UStructs

UE - Editor - Verse Class Editor - Oct 30, 2023

ShowOnlyInnerProperties does not work when a UStruct is embedded inside another UStruct ...

ContentBundleContainer does not load new bundles in PIE after level transition

UE - World Creation - Worldbuilding Tools - Nov 9, 2023

I believe this issue stems from the ContentBundleContainer not populating the StreamingObjects of the UContentBundleDuplicateForPIEHelper. PIE in the same level as the bundles works as the editor h ...

Packed level actors have wrong transform in cooked builds when created from attached actors

UE - Engine Scaling - Streaming - Level Instances - May 28, 2024

PCG Graph callback fails after compiling blueprint

UE - Graphics Tools - PCG - Procedural Tools - Jul 9, 2024

PCG graph callbacks in BP do not appear to get called correctly after the blueprint is compiled. ...

[Interchange][FBX] Issue with asset name clashes after auto import

UE - Editor - Open File Formats - Import and Export - Jan 22, 2025

The mesh changes and the asset name stays the same while the two FBX are completly different: different filename, different mesh names in the FBX CF video for repro steps. https://forums.unreale ...

Landscape visualizers don't work on nanite landscape

UE - Graphics Tools - Terrain - Nov 24, 2025

Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...

Typo in Auto Activate Tooltip within Blueprint Components

UE - Gameplay - Oct 12, 2015

Blueprint tooltip on auto activate within a blueprint component reads: Whether to the component is activated at creation or must be explicitly activated. It should read: Whether the component ...

Shuffling often does not shuffle last index of array

UE - Gameplay - Blueprint - Oct 7, 2015

Shuffle disproportionately does not shuffle last index in the array when using the "Shuffle Array" node. ...