BP with Show 3D Widget enabled does not display the correct vector values in the bp editor

UE - Gameplay - Blueprint - Apr 7, 2015

BP with Show 3D Widget enabled does not display the correct vector values in the bp editor. Note: If you don't see a difference at first, delete the bp in the level and place it again. The widge ...

Cannot set the Rotation value of an Instance Static Mesh component if the scale is set to zero

UE - Gameplay - Feb 3, 2015

Cannot set the Rotation value of an Instance Static Mesh component if the scale is set to zero. This can be done with StaticMesh components and standard Static Meshes in the level. ...

MemReport does not seem to respect mesh streaming

UE - Rendering - Architecture - Aug 6, 2024

The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...

Landscape weight-blended layers don't paint exclusively anymore

UE - Graphics Tools - Terrain - Landscape - Nov 20, 2025

Enemy projectiles are traveling further then expected once project is packaged.

When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...

Enhanced input actions with Down triggers mapped to gamepad buttons can get into a bad state after viewport focus is lost

UE - Gameplay - Input - Mar 20, 2024

When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...

'Hide Unconnected Pins' Button in the Blueprint Node Details Panel Disconnects SubPins with Connections

UE - Framework - Blueprint - Jan 14, 2026

Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...

BP - Editing defaults on a nested subobject of a component inherited from a native parent class won't preserve those defaults when the BP is instanced.

UE - Gameplay - Components - Jan 19, 2017

I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...

Collision outcome is different between PIE and Mobile Preview/Packaged Project.

UE - Simulation - Physics - Mar 25, 2015

When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...

Adding a Material Parameter track sets Parameter to Master Material defaults

UE - Anim - Sequencer - Aug 5, 2016

In Sequencer, adding a Material Parameter track sets Parameter to Master Material defaults ...