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 ...

Preformance drop when calling draw to render target

UE - Graphics Features - Jun 19, 2018

There is a major performance drop after 4.18 when calling draw material to render target. This is an issue reported by many community members, and there seem to be additional reports with different ...

Spline Mesh Collision doesn't work in packaged game when spawning them at runtime

UE - Simulation - Physics - May 18, 2020

Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...

Editor preview safe zones for notched iPhones do not match those used at runtime

UE - Platform - Apple - Dec 4, 2020

Hi, on iOS we ask the device for its cutout regions, but the values returned by the device can be overridden using the SafeZone.Landscape.* cvars. However these are on-device only settings. When th ...

Reparenting an actor BP to EditorUtilityActor does not give access to editor utility nodes

UE - Framework - Blueprint Editor - Jul 11, 2022

Ran into this while answering a UDN. A user was expecting to find the blueprint functions available to Editor Utility Blueprints after reparenting their actor to EditorUtilityActor. I confirmed that ...

Undoing parent deletion creates duplicate child actors

UE - Framework - Blueprint - Jul 29, 2022

Undoing the deletion of an actor with a child actor component added via the details panel (IWCE) duplicates the child actor and the hierarchy is incorrect in the scene outliner. This seems to only h ...

Allow users to keep files they have submitted themselves and still sync forwards

UE - Foundation - UGS - Mar 30, 2023

UGS displays a prompt if syncing to latest would sync back before changes the user submitted themselves. It would be nice to allow them to keep their own files at least. ...

GAS: Initial OnRep_SpawnedAttributes from DefaultStartingData clears attribute values for already replicated ActiveGameplayEffects

UE - Gameplay - Gameplay Ability System - Oct 23, 2024

Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...

Decals in ISR have issues related to depth

UE - Platform - XR - Oct 11, 2024

See additional info URL: Decals have oddities in how depth is perceived. It seems we're sampling the left eye depth for the right eye. Decals in ISR are drawn view-by-view rather than being instance ...

CreatePatchLibrary is broken

UE - Rendering - Architecture - Shaders - Nov 12, 2025

It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFromDirectory instead could fix the issue. ...