r.ShaderpipelineCache.StartupMode=0 does NOT work property

UE - Graphics Features - Sep 16, 2020

r.ShaderpipelineCache.StartupMode=0 is a option for stop precompile using PSO Caching, but it doesn't work properly. After CL-5837455, FShaderPipelineCache::ResumeBatching() is always called in FEn ...

Nav Modifier Volumes continue to affect navigation when the sublevel is removed

UE - AI - Oct 13, 2016

Nav mesh is still affected by a nav modifier volume when added to a sublevel and then the sub level is removed. Topdown character will not move into the space affected by Nav Modifier volume so not ...

Using the Set Position in Viewport changes anchor values to 0

UE - Editor - UI Systems - Dec 15, 2017

When Using the "Set Position in Viewport" it changes anchor values of a widget to 0. This node seems like this should not be changing the anchor values, but it is unsure if this is intended behavior ...

Enum to Byte conversion returns 2 for the first enum then 4 then 6 and so on rather than 0, 1, 2, etc

UE - Gameplay - Blueprint - Sep 1, 2015

Enum to Byte conversion returns 2 for the first enum then 4 then 6 and so on rather than 0, 1, 2, etc. This is a regression; does NOT occur in 4.8.3. Reproduced in 4.9.0 binary and Main (2675088) ...

Translating sockets in Persona is not affected by Snap Options

OLD - Anim - Dec 14, 2016

In Persona, moving a socket around is not affected by any changes to snapping (scale or size). Rotation is affected however. ...

[CrashReport] UE4Editor_CoreUObject!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::ProcessObjectArray()

UE - Foundation - Core - UObject - Jul 19, 2017

This is a common crash affecting users in 4.16. Over 100 users have been affected, although they have not provided additional information. Source Context 469 TokenStreamIndex++; 47 ...

Changing the scale of a single HISM instance greatly affects the LOD selection of all instances

UE - Rendering - Architecture - Sep 22, 2025

When using ISMs and HISMs, each instance can have its own transform, which can affect the LOD selection of one or more instances. For HISMs in particular, changing the scale of a single instance gre ...

[AI] PathFollowingComponent HasReachedInternal always returns false if agent's capsule height is 0 or nearly 0.

UE - Runtime - Character - Jun 21, 2022

The result is that nothing states why the path returns blocked or pathfinding stops. There should be a log of at least a warning about the improper capsule setup. ...

Particle disappears if it is using PSA_Velocity and setting custom time dilation 0

UE - Graphics Features - Dec 7, 2016

A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...

Scaling actor along the Z Axis while the X and Y axis are set to 0.01 causes the Actor to stop rendering in the scene

UE - Rendering - Graphics Features - May 27, 2022

This is a regression tested in //UE5/Release-5.0 CL18319896 Scaling a Static Mesh along the Z Axis while the X and Y axes are set to 0.01 causes the Actor to stop rendering in the scene once the Z ...