UDN: ChildBP - When replacing Static or SkelMesh Compoent inherited from the Parent Class, Socket list doesn't update

UE - Gameplay - Blueprint - May 21, 2015

This is simple, but maybe hard to explain, so hear with me. I've attached a sample project and Repro Steps below in case it's not clear. Basically: 1. Make BP_Parent with an unassigned Mesh (Stati ...

Implied Decal Blend Modes don't properly account for Material Attributes usage

UE - Graphics Features - Sep 28, 2021

I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...

WPO is incorrectly generated on materials using Material Attributes as input to Landscape Layer Blend node

UE - Rendering Architecture - Materials - Jan 31, 2024

This comes from this UDN : [Link Removed] It occurs with this setup :  [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...

Crash generating grass for landscape with XY offset map

UE - LD & Modeling - Terrain - Landscape - May 8, 2015

Landscape grass map generation crashes if the landscape component in question uses an XY offset map. --------- Fatal error: [Link Removed] [Line: 646] Rendering thread exception: Fatal error: [Lin ...

When a BPActor containing HISMs is multiplied with a scale, LOD display control doesn't work correctly

UE - Rendering Architecture - Nov 29, 2023

Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...

Physics not reacting correctly with physical material if velocity is not high enough

UE - Simulation - Physics - Feb 3, 2015

There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...

BoxOverlapActors fails to catch an Overlaped actor with a particular scale, from a particular position

UE - Simulation - Core - Sep 30, 2025

BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...

Crash with Ensure when resizing layout

UE - Editor - Workflow Systems - Jun 1, 2023

This is a regression as the issue does not occur in //UE5/Release-5.1.1 - CL 23901901 ...

UInstancedStaticMeshComponentRemoveInstances crashes if called with an empty array

This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...

DOF - TAA pass ghosting when using r.DOF.TAA.CoCBilateralFilterStrength

UE - Graphics Features - Aug 7, 2025

In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...