Loading error for editor only BlueprintNativeEvent functions

UE - Framework - Blueprint Compiler - Sep 26, 2025

The editor-only function in the native parent class is not compiled in the game module, which is why we're getting this error. The Blueprint compiler should follow suit during cooking and not genera ...

Cook Warning "Saving FText which has been initialized from FString" when a user-defined BP structure contains a native C++ struct with an FText

UE - Framework - Blueprint - Sep 23, 2025

Consider a C++ struct containing an FText. Now consider a used-defined BP structure containing that C++ struct. When cooking an asset that references such a user-defined BP structure, the following ...

New folder shortcut (Ctrl+Shift+N) does not work in multi-Content Browser layouts until a folder is manually focused

UE - Editor - Workflow Systems - Sep 23, 2025

In multi–Content Browser layouts, the New Folder shortcut (by default Ctrl+Shift+N) does not work immediately after switching to another Content Browser tab. It appears that the editor does not auto ...

Revision Control > View Changes: Request for direct navigation from the Content Browser assets right-click menus to View Changes

UE - Editor - Workflow Systems - Sep 22, 2025

Right-clicking any object (Assets or ExternalActors) in ViewChanges allows selection. Conversely, using Source Control > View Changes from an Actor's right-click menu in the Outliner navigates to Vi ...

Revision Control > View Changes: Request to add functionality to copy paths and short package names directly from ViewChanges

UE - Editor - Workflow Systems - Sep 22, 2025

Hovering over items in the ViewChanges list shows resource paths and short package names, but these cannot be copied. Users must instead select the Actor in the Outliner to copy this information. Pl ...

Revision Control > View Changes: Request for changes to Revert File and Unsaved options

UE - Editor - Workflow Systems - Sep 22, 2025

1. Objects in the Unsaved list cannot be discarded, only saved. The only options to discard changes are restarting UE or manually locating each resource and clicking Reload. This becomes extremely c ...

Applying downscale causes textures to display unexpectedly on widgets

UE - Editor - UI Systems - Slate - Sep 22, 2025

When applying downScale 2.0 to UI textures to reduce resolution, unintended display issues occur on widgets, such as: ・The border of box-shaped Widgets with DrawAs set to “Box” becomes thinner ・Dot ...

Painted foliage in a level instance can be selected in Foliage mode if the level instance is in main level, and foliage is duplicated if moved.

UE - World Creation - Worldbuilding Tools - Foliage - Sep 16, 2025

Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...

Custom fallback mesh LODs for Nanite-enabled meshes not working

UE - Rendering - Graphics Features - Sep 15, 2025

Creating a custom fallback mesh with LOD for Nanite-enabled meshes with multiple materials, results in mesh LODs with errors. As the number of material sections (material slots) decreases with coars ...