Switch on custom enum causes compilation errors after Hot Reload

UE - Foundation - Core - Sep 28, 2015

If the project is hot reloaded while a Switch on Enum is inside of a blueprint which is switching on a custom enum, the switch will become corrupted. It changes the 'selection' pin to take a Byte pa ...

Manipulating Morph Target on Master Component distorts Slave Components

OLD - Anim - Apr 1, 2016

Manipulating Morph Targets on Master Component distorts Slave Components. It makes no difference if the slave component has the morph target being manipulated in the master See attached image and ...

Using collapse to function on an event binding causes a crash when that function is referenced in another class

UE - Gameplay - Blueprint - Nov 28, 2016

Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...

Collision is not generated for Planes

UE - Gameplay - Jan 30, 2017

Single Planes do not generate collision on import or with the Convex Decomposition window. Workaround: box Collision can be added via the Collision > Add Box Simplified Collision. I checked as fa ...

Dark Artifacts Appear On Meshes With "Use As Occluder" After Enabling DBuffer Decals

UE - Graphics Features - Feb 13, 2017

Objects set to "us as occluder" will create dark artifacts from certain view angles. For this to occur "DBuffer Decals" need to be enabled in the project settings. The licensee has noted that addi ...

Crash upon editing a GameplayTagQuery inside of a DataAsset

UE - Gameplay - Oct 27, 2017

When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...

Certain materials are overly bright with Ray Traced Global Illumination denoiser

UE - Graphics Features - Lumen - Mar 14, 2019

Ray Traced Global Illumination is causing some materials to glow extremely bright Disabling r.raytracing.globalillumination.denoiser fixes the issue In 4.22 preview 5 binary (5365847) the result i ...

Arrays of Soft Object local variables are not captured for reference graph

UE - Gameplay - Blueprint - May 20, 2019

This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...

Static lights become stationary after toggling visiblity of level in packaged build

UE - Rendering - Features - Jun 11, 2025

In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...

PlayerCollision visualization incorrect on LandscapeSplineMesh when Nanite is enabled

UE - Rendering - Features - Nanite - Dec 3, 2025

From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...