Material Layers "swap" location instead of shift downwards.

UE - Rendering - Architecture - Materials - Oct 17, 2023

Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...

External Actors can hold stale references to Blueprint classes as edited instance properties

UE - World Creation - Worldbuilding Tools - Nov 14, 2024

When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...

The "Make Static Mesh" feature for skeletal meshes does not account for disabled mesh sections.

UE - Anim - Rigging - Skeletal Editor - Dec 11, 2024

The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...

Nanite mesh not culled when owner is editor only actor in gameview

UE - Graphics Features - Nanite - Mar 29, 2024

Nanite mesh is not culled because "DrawInGame" value in the primitive uniform buffer is always 1. Can be fixed with below modification:// in FPrimitiveSceneProxy::FPrimitiveSceneProxy DrawInGa ...

UInstancedStaticMeshComponent::AddInstances does not appear to be adding per-instance previous transforms when enabled

UE - Graphics Features - Dec 3, 2025

Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...

Material Functions are incorrectly listed in the Layer Asset list

UE - Rendering - Architecture - Materials - Feb 3, 2026

Since UE 5.7, Material Functions are included in the Layer Asset list of the Material Layers of an instanced material using material layers. It is also possible to drag and drop Material Functions ...

Clicking and dragging on a Widget component of an actor that spawns a copy and deletes it's self can cause a crash

UE - Editor - UI Systems - Jun 24, 2015

When a widget component is clicked and dragged upon rapidly and that widget creates a copy of it's self and destroys the previous version it can cause a crash. ...

Crash when clicking on a "Two Bone IK" node

UE - Gameplay - Blueprint - Mar 5, 2015

Crash when clicking on a "Two Bone IK" node in an Animation Blueprint Crash Reporter currently down, see callstack section. Log and dmp are attached ...

Opening blueprints causes editor to crash

UE - Graphics Features - Apr 1, 2015

Opening any files in folders (attached) cause editor to crash. Crash Reporter: [Link Removed] Frequency: 10/10 In user's project (available if needed), opening the project immediately crashes ...

Too large project icon image causes engine to crash

Tools - Apr 27, 2015

The engine will crash if you upload a project icon that's way too large for the 192x192 area. It'll also crash when you open that project back up and try to access the project settings ...