Shader Complexity View not working in Deferred Mobile Preview

UE - Platform - Mobile - Sep 30, 2025

Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...

Vertex Paint on Static Mesh Component in BP is lost on Packaged and Standalone Game

UE - Gameplay - Blueprint - Mar 10, 2016

BP Static Mesh Components are not retaining the vertex color applied to them in a level when you play in Standalone or Package a Project. You will get the correct results however when you PIE. Thi ...

No scroll bar is created when the Collision Preset section of Project Settings is expanded

Tools - Mar 15, 2015

No scroll bar is created when the Collision Preset section of Project Settings is expanded. Clicking an element in the Preset section does not add the scroll bar. Collapsing the section and re-exp ...

Inconsistent mobility when converting selected actors to a blueprint

UE - Gameplay - Blueprint - Jan 6, 2015

Noticed when replying to a user on the forums (link included) When using the "Convert to Class Blueprint" feature in the level editor to create a blueprint from the selected actors, the created blu ...

Depth Fade Particles are not rendered on iOS when Mobile HDR disabled

UE - Graphics Features - May 7, 2015

Depth Fade and Fresnel inputs in a Particle's Material will result in the particle not rendering unless Mobile HDR is checked true on an iOS device. Also Reproduced in Main Promotable-CL-2535351 S ...

Smoothing landscape removes landscape collision in smoothed areas

UE - LD & Modeling - Terrain - Landscape - Apr 27, 2016

Smoothing user's landscape breaks collision, causing player to fall through the ground at points that have been smoothed. Resampling landscape fixes the error until smooth tool is used again. Regr ...

[Input] Switching levels destroys auto-created Input Component which breaks emitUIInteraction

PixelStreaming - Feb 12, 2019

We auto-create a PixelStreamingInputComponent which handles the input coming from JavaScript's emitUIInteraction. This works in a UE4 app with a single level, but it seems that if you change levels ...

Blueprint nativization fails using a map type argument as Expose on Spawn

UE - Gameplay - Blueprint - Oct 2, 2020

Here's a sample blueprint [Image Removed] The lack of implementation FCustomThunkTemplates::SetMapPropertyByName causes this error.#include "Kismet/BlueprintMapLibrary.h"// The fix needs this head ...

Private functions can be overriden in the "My Blueprint" tab

UE - Framework - Blueprint Editor - Apr 29, 2022

Discovered during investigation of [Link Removed]. This is happening because we are not filtering out private parent functions in SMyBlueprint::BuildOverridableFunctionsMenu. With any fix that is ...

UMovieSceneTrackInstance::GetWorld() does NOT work properly in Editor

UE - Anim - Sequencer - Mar 28, 2023

UMovieSceneTrackInstance::GetWorld() returns nullptr on Editor, so user can't use any function using WorldContext and Subsystem. The following code change may fix this issue UWorld* UMovieSceneTra ...