Epic Developer Community Forums - Latest posts https://forums.unrealengine.com Latest posts What happened to the Instanced Static Mesh performance in UE5? This is the reason I can not upgrade my project to 5.7. I spawned a million instances in a loop. It took 15 to 20 seconds in shipping build to load the level (4.27). This is now impossible. Wonder how else will they improve the engine.

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https://forums.unrealengine.com/t/what-happened-to-the-instanced-static-mesh-performance-in-ue5/2107140#post_11 Sun, 22 Mar 2026 02:53:42 +0000 forums.unrealengine.com-post-5062817
What happened to the Instanced Static Mesh performance in UE5? It needs to be looked at differently now - collision is what kills the performance, but when collision is turned off (and things like if you’re using VSM, enable hardware shadows) you can get very decent performance.

Keep collision off on your ISMs and either switch to collision based actors or separate ISMS with collision on, or just add collision shapes on top when your players or projectiles get close.

Batch all your ISM adds into one loop and only update at the end. If you’re c++, look at overriding the Batch methods in the ISMC (doesn’t work in editor but does at runtime, you’ll need 2 flavors)

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https://forums.unrealengine.com/t/what-happened-to-the-instanced-static-mesh-performance-in-ue5/2107140#post_10 Sun, 22 Mar 2026 02:44:07 +0000 forums.unrealengine.com-post-5062816
What happened to the Instanced Static Mesh performance in UE5? I could add 250k instances in ~10 seconds(4.27). Now it takes 5 minutes(5.7).

Let us all make the same kind of game.

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https://forums.unrealengine.com/t/what-happened-to-the-instanced-static-mesh-performance-in-ue5/2107140#post_9 Sun, 22 Mar 2026 02:37:09 +0000 forums.unrealengine.com-post-5062815
Paddyfield Generator | PCG | FAB Thank you so much!!! sure i will add it :heart_eyes::heart:

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https://forums.unrealengine.com/t/paddyfield-generator-pcg-fab/2702603#post_3 Sun, 22 Mar 2026 02:23:55 +0000 forums.unrealengine.com-post-5062812
How to make a getter for a C++ TMap return a reference so that the TMap can be modified in BP? one of the big weaknesses of BP, the only solution ive found (aside from a direct ref) is to wrap a pointer to the map in a struct and edit it that way.

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https://forums.unrealengine.com/t/how-to-make-a-getter-for-a-c-tmap-return-a-reference-so-that-the-tmap-can-be-modified-in-bp/2707278#post_3 Sun, 22 Mar 2026 02:19:27 +0000 forums.unrealengine.com-post-5062811
Hard and soft references in a multiplayer FPS you have a good understanding of it so really the answer depends. for one, what issue if any are you having? if your whole game fits in memory then there is no need to change anything. :slight_smile:

it really comes down to 2 things, memory which is only an issue if you run out, and dependencies which is only an issue if you want to reuse logic between projects.

aside from that my advice would be to use soft references for effects (sounds, materials, niagara etc) reason being is they are usually the big memory hogs anyway and two it doesnt effect gameplay directly, ie if a impact effect doesnt fire once no one is likely to notice

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https://forums.unrealengine.com/t/hard-and-soft-references-in-a-multiplayer-fps/2707959#post_2 Sun, 22 Mar 2026 02:10:58 +0000 forums.unrealengine.com-post-5062810
LVLXP Studios - Stylized Drivable Vehicles - Ambulance "LifeBox" & Delivery Truck "MailBox" Ambulance "LifeBox" (2 texture versions) & Delivery Truck "MailBox"

Multiple Features & Configurations:

  • Rigged to make it drivable

  • Interior mesh and details for first person view

  • Stylized mid-poly car design

  • Multiple changeable car paints (Materials)

  • Openable doors

  • Openable trunk

  • Openable hood

  • Included engine mesh

  • Changeable license plate on the back

  • Front & rear lights

  • Turn signals (left/right)

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https://forums.unrealengine.com/t/lvlxp-studios-stylized-drivable-vehicles-ambulance-lifebox-delivery-truck-mailbox/2708016#post_1 Sun, 22 Mar 2026 02:10:01 +0000 forums.unrealengine.com-post-5062809
((errors.com.epicgames.common.processing Perfect, I have multiple people having this issue right now on my map. Please get this tested and fixed ASAP.

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https://forums.unrealengine.com/t/errors-com-epicgames-common-processing/2707516#post_5 Sun, 22 Mar 2026 02:09:19 +0000 forums.unrealengine.com-post-5062808
((errors.com.epicgames.common.processing FORT-1078801 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

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https://forums.unrealengine.com/t/errors-com-epicgames-common-processing/2707516#post_4 Sun, 22 Mar 2026 02:08:42 +0000 forums.unrealengine.com-post-5062807
How to Get rid of the "Unreal Look"? It would be easier to give you actionable advice if you explicitly defined what, in your opinion, are the defining features of the “Unreal look”. Because if there’s anything evident by this thread, it’s that this phrase means very different things to everybody and I don’t think any of us are on the same page as you (or each other for that matter)

When I think of Unreal games that don’t look like Unreal, I mainly think of games like Hi-Fi Rush.

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https://forums.unrealengine.com/t/how-to-get-rid-of-the-unreal-look/2706556#post_15 Sun, 22 Mar 2026 02:07:34 +0000 forums.unrealengine.com-post-5062806
FGear Vehicle Physics (v1.4) 30 in the spring rate , 0.07 up travel and 0.07 down travel should have body roll but 0.3 travel doesnt

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https://forums.unrealengine.com/t/fgear-vehicle-physics-v1-4/128793?page=100#post_2032 Sun, 22 Mar 2026 01:44:08 +0000 forums.unrealengine.com-post-5062805
FGear Vehicle Physics (v1.4) @lazybitgames can you do this test for me? put a long suspension in a car and drive in circles? the longer the suspension the more the car will lean to the inside of the curve

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https://forums.unrealengine.com/t/fgear-vehicle-physics-v1-4/128793?page=100#post_2031 Sun, 22 Mar 2026 01:33:29 +0000 forums.unrealengine.com-post-5062804
Pompei digital Artist - abandoned military hangar - hangar militare abbandonato abandoned military hangar - hangar militare abbandonato

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https://forums.unrealengine.com/t/pompei-digital-artist-abandoned-military-hangar-hangar-militare-abbandonato/2708015#post_1 Sun, 22 Mar 2026 01:33:27 +0000 forums.unrealengine.com-post-5062803
((errors.com.epicgames.common.processing unfortunately all i can say at the moment is hope more people get affected and gains traction.. they wont fix or look into it with just a couple of us reporting… goodluck and let me know if anything helps!

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https://forums.unrealengine.com/t/errors-com-epicgames-common-processing/2707516#post_3 Sun, 22 Mar 2026 01:28:11 +0000 forums.unrealengine.com-post-5062802
How to fix stuttering blueprints?

Its just not the editor that stutters. my whole pc stutters when in blueprints.

kind of of randomly started happening. very annoying to work on anything.

Specs:

RX 9070 XT

i5-14600k

64GB Ram

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https://forums.unrealengine.com/t/how-to-fix-stuttering-blueprints/2708014#post_1 Sun, 22 Mar 2026 01:20:28 +0000 forums.unrealengine.com-post-5062800
FGear Vehicle Physics (v1.4) I actually found the fix , the issue was that the SK had a lower clearance , i have no idea why but i raised the body of the car a couple centimeters in blender and it worked

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https://forums.unrealengine.com/t/fgear-vehicle-physics-v1-4/128793?page=100#post_2030 Sun, 22 Mar 2026 01:09:37 +0000 forums.unrealengine.com-post-5062799
Pawn Teleports to a vector when unpossessing. Did I do this correctly?

That worked to solve the issue of the ship teleporting wonky when i unpossess the airship, but only if i don’t move the airship. If i move the ship, after i MOVE the ship and unpossess it, when I return to my third person character, it teleports me way out in front of the airship. Is my arrow moving incorrectly or something?

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https://forums.unrealengine.com/t/pawn-teleports-to-a-vector-when-unpossessing/2705945#post_3 Sun, 22 Mar 2026 01:00:51 +0000 forums.unrealengine.com-post-5062795
First Person Camera Device bug when crouching with Fortnite Ballistic weapons after switching from the first weapon in the weapon list. Wow this seems even more annoying than the flashlight bug that was happening with first person for a while. Make sure to hit the vote button on your thread btw otherwise it doesn’t get filed as a bug report in Epic’s bug reporting software.

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https://forums.unrealengine.com/t/first-person-camera-device-bug-when-crouching-with-fortnite-ballistic-weapons-after-switching-from-the-first-weapon-in-the-weapon-list/2707973#post_2 Sun, 22 Mar 2026 01:00:22 +0000 forums.unrealengine.com-post-5062794
Scoreboard "Include Players Who Left Game in Scoreboard" setting does not work FORT-1078796 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

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https://forums.unrealengine.com/t/scoreboard-include-players-who-left-game-in-scoreboard-setting-does-not-work/2708010#post_2 Sun, 22 Mar 2026 00:59:02 +0000 forums.unrealengine.com-post-5062793
FNC stat displays

FNC STAT DISPLAYS

For UEFN users this is probably irrelevant, as I know the can customize their own, but for the rest of us on FNC this is a huge set back.

The player reference device use to display our main stats correctly, now it simply remains at zero whether a main stat like say damage dealt, or some custom made stat, The player reference was obviously modified to allow the custom stats but without been able to display them, it’s pretty much a useless function.

This brings me to the custom stat devices launched in 2025. The stat device are welcomed, but are very limited in use, firstly the icon has a render bug, I made a previous post on this issue (I know believe its caused by the counter comparing more than 1 player at once), but moving beyond the bug, there potential has unfortunate limits that I don’t believe need to be so, let me explain further. So the counters having a visible icon gives some potential for a stat display when set to value, if you set it to per player, it shows each player their own stats kind of what you would expect so far, but when turned off from per player this is where they seem really illogical or of bad design, you would expect it to combine and display the registered players stats (if set to add/require registered, and unregistered if set to unregistered) , but it doesn’t, it still shows each player their own stat value instead. This stat counter device could be an ideal display of stats if it only displayed the registered players to all when not set to per player.

Now I know you might say you have the scoreboard on your big button but its not the same as a made stat display, for the winner/instigator to not just see there stats but to show them off.

We have no other real means to show off numerous stat values, yes we could maybe display simple score with score managers as displays incrementing, but thats a single stat type only, we have numerous stat types now, can we fix the player reference, maybe add more rows of stat types to display, and set stat counters to display registered players to all when not set to per player.

There is also conflicting issues with stat powerups of different types been picked up simultaneously, and then 1 type won’t apply, and can then stop functioning, especially when both are picked up by the same triggering signal/instigator

I also think stat creators should allow us to use fornite base stats, so I could set my stat creator to damage dealt , and have it save also as standalone data like the other custom stats do, so all stats save and load equally from the same type of device. I find the stat save data being independent from the save device handy, so if you take away a players loadout for a special event, and they gain points you can give the load out back without losing the stats.

I’m not convinced your save all scoreboard stats function is even working either, on the return to my map my damage dealt/received stats are always back to zero and are on my scoreboard.

This would be such a simple alteration to the stat counter and a fix/improvement to the player reference allowing all maps to do stat displays not just UEFN maps.

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https://forums.unrealengine.com/t/fnc-stat-displays/2708011#post_1 Sun, 22 Mar 2026 00:51:08 +0000 forums.unrealengine.com-post-5062792
Forums search is not working for UEFN forums I haven’t been able to change my avatar on the forums for months now due to a 403 error, might be the same cause. Make sure to hit vote on your thread

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https://forums.unrealengine.com/t/forums-search-is-not-working-for-uefn-forums/2707935#post_2 Sun, 22 Mar 2026 00:49:31 +0000 forums.unrealengine.com-post-5062791
Scoreboard "Include Players Who Left Game in Scoreboard" setting does not work Summary

I have double checked that all my maps have the include players who left the game in scoreboard setting enabled, yet when players leave the game they are removed from the scoreboard. As far as I know this has been an issue since V39.50.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Join a public game with the scoreboard setting “include players who left the game in scoreboard” enabled and when other players leave, they’re stats and info will be removed from the scoreboard.

Expected Result

The player’s name and stats will remain on the scoreboard

Observed Result

The names and stats are removed

Platform(s)

All

Upload an image

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https://forums.unrealengine.com/t/scoreboard-include-players-who-left-game-in-scoreboard-setting-does-not-work/2708010#post_1 Sun, 22 Mar 2026 00:33:03 +0000 forums.unrealengine.com-post-5062790
How to copy actors inside simulation and paste outside of simulation? I may have been confusing with my wording. On the screenshot, I have the level loaded. I am trying to copy all the actors and paste it into a separate level. In order to see the actors though, I have to simulate. The engine will not let me copy and paste actors that have been made on runtime (Shown to be yellow on the outliner. I already have a level editor I made and got it to load all the actors etc. I am currently trying to copy all the actors that have been made on runtime to paste it into a separate level that does not handle loading the level on runtime to turn this into an official level.

I am sorry for the miscommunication, hopefully this clears it up.

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https://forums.unrealengine.com/t/how-to-copy-actors-inside-simulation-and-paste-outside-of-simulation/2707978#post_3 Sun, 22 Mar 2026 00:31:44 +0000 forums.unrealengine.com-post-5062789
How to copy actors inside simulation and paste outside of simulation? Hey there @Overseeing_Industry! So there are multiple ways to go about retaining information from the editor, and each have their pros and cons.

Level Snapshot Plugin:
Customizable way to take snapshots of levels/actors in PIE to save as data. This cannot be used in a packaged build however.

However if you want it to be a level editor in a packaged game, you’ll need to create a custom tool for it. I’d recommend a struct or other data type that can house the data, a way to pack the data, and a way to unpack the data in editor.

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https://forums.unrealengine.com/t/how-to-copy-actors-inside-simulation-and-paste-outside-of-simulation/2707978#post_2 Sun, 22 Mar 2026 00:23:55 +0000 forums.unrealengine.com-post-5062788
Shallow Water Body (Advanced Water Plugin) Fails To Render I tried this before finding this thread, on 5.7.4 gives me a specific crash instead:

Shader requested a global uniform buffer of type 'SingleLayerWater' at static slot '[Name: DeferredDecals, Slot: 0]', but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER().

I’m afraid it might be corrupted assets from the water content, maybe an engine file validation could solve it, but really I’m not sure.

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https://forums.unrealengine.com/t/shallow-water-body-advanced-water-plugin-fails-to-render/2634176#post_9 Sun, 22 Mar 2026 00:19:55 +0000 forums.unrealengine.com-post-5062787
Progress bar not working Thank you for the support! I did the code you suggested and it worked!

Though that made me wonder if I can make it only show up in my “BP_ControlDesk” AKA CCTV, so when the player clicks on the CCTV mesh, the timer begins and the progress bar only shows up in the said CCTV (WBP_Cameras, this includes the “Exit Cameras: RMB” and such)

I made a duplicate of the WBP_Cameras widget, which is the progress bar seen working in this video.

(In the video I’m using “Event beginplay” as an example so it starts instantly, I’d like for it to start only after Interacting with the laptop (BP_Controldesk)

Sorry if this is a bit confusing, but nonetheless thank you so much for the support!

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https://forums.unrealengine.com/t/progress-bar-not-working/2706591#post_5 Sun, 22 Mar 2026 00:13:55 +0000 forums.unrealengine.com-post-5062786
Navigation, Common UI, Raw Input & Joysticks Hi folks, currently i’m using the “Raw Input” plugin to handle Sony Joysticks (Dual Sense) on my project, the Enhanced Input Subsystem is working fine, all my in-game inputs (like moving, looking, jumping) are working as expected, but when it comes to UI and Navigation, nothing is working, i’m also using the “CommonUI” plugin but it’s very confusing, how should i handle the navigation? i want a very basic navigation such as: D-Pad to navigate around the widges, X/A button to confirm and Circle/B button to return. HELP

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https://forums.unrealengine.com/t/navigation-common-ui-raw-input-joysticks/2708008#post_1 Sat, 21 Mar 2026 23:59:20 +0000 forums.unrealengine.com-post-5062784
Whats is this thing Hey there @RagePoTesNul666! That’s actually just a division node. You can access it by searching for / or divide

Each of the nodes are wildcards, which means they can accept any data type specified on their drop down. You can also split or recombine nodes that are made up of multiple other data types.

Hope this helps!

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https://forums.unrealengine.com/t/whats-is-this-thing/2708005#post_2 Sat, 21 Mar 2026 23:50:04 +0000 forums.unrealengine.com-post-5062783
Old UI present even when you have the new UI enabled at settings Summary

Even when I have the new UI setting turned on the old UI still appears

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Just have it already on and try to join at your map

Expected Result

When the setting is on they must have the new UI

Observed Result

Now even if the setting is turned on the UI is still the old one

Platform(s)

All

Upload an image


Additional Notes

Here is a photo that the setting is turned on and the second one is the results of it

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https://forums.unrealengine.com/t/old-ui-present-even-when-you-have-the-new-ui-enabled-at-settings/2708007#post_1 Sat, 21 Mar 2026 23:38:24 +0000 forums.unrealengine.com-post-5062782
Can not start a new project I did not want to remove and replace the app because I did not want to loose older projects

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https://forums.unrealengine.com/t/can-not-start-a-new-project/2706541#post_4 Sat, 21 Mar 2026 23:36:03 +0000 forums.unrealengine.com-post-5062780
Can not start a new project Android phone. Here is a screen shot of when I want to start a new project….I can not get to the continue button

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https://forums.unrealengine.com/t/can-not-start-a-new-project/2706541#post_3 Sat, 21 Mar 2026 23:34:41 +0000 forums.unrealengine.com-post-5062779
PackagingResults: Error: Unknown Error Hi, thank you for respond.

Is it those toolchains?

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https://forums.unrealengine.com/t/packagingresults-error-unknown-error/2704295#post_3 Sat, 21 Mar 2026 23:28:06 +0000 forums.unrealengine.com-post-5062778
Whats is this thing Hello, i need this for my Blueprint, but i don’t know how its called, i can’t remember so if someone know it will help (its for a variable)

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https://forums.unrealengine.com/t/whats-is-this-thing/2708005#post_1 Sat, 21 Mar 2026 23:25:10 +0000 forums.unrealengine.com-post-5062777
My Branch Nodes Do Not Pass On The Logic From The True Pin Hello, I am experiencing a issue with the branch node not firing off from the true pin but it goes through the false pin. Weeks ago I didn’t have this problem with my Tribe member invite message but now for some reason it doesn’t work because of the logic stopping on branch. Idk if its from the constant logic I have been adding in to my project or from the meshes and animation I have been putting in that prevent it but if someone knows what could be causing the issue can I please get a bit of guidance? Thank you.

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https://forums.unrealengine.com/t/my-branch-nodes-do-not-pass-on-the-logic-from-the-true-pin/2708004#post_1 Sat, 21 Mar 2026 23:03:19 +0000 forums.unrealengine.com-post-5062776
Terrain HLODs generating with dark outlines This is very immersion breaking. Hopefully this can be fixed

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https://forums.unrealengine.com/t/terrain-hlods-generating-with-dark-outlines/2707966#post_2 Sat, 21 Mar 2026 22:56:34 +0000 forums.unrealengine.com-post-5062775
cant generate project folders and project wont open I moved my project from the C drive to the E drive, since I ran out of room. My engine is still in the C drive. Today I opened the project, and it was fine. I was doing my course, but when I pressed Build Solution in VS, it got stuck on processes and didn’t move. So after closing Unreal and reopen it didn’t work. I then tried to delete the binaries, saved, and Intermediate folders, and tried to re-generate them, but then I got an error. After searching a bit online, I did the following:

1: Verify unreal in case it lost the project connection in Epic Launcher.

2: The problem is something about unrealbuilttool.exe that isn’t linked to the project or something, so I did some attempts using terminal and CMD to reconnect it, but it didn’t seem to do anything and only caused more errors.

3: deleting bineries, saved, intermediate folders, but also deleted the snl VS file and .vs hidden folder. This allows me to generate the folders without errors, but still won’t let me open the project and the project shows a message of "can’t build, try from source.” i even opened the snl in VS and tried build from there but it just show an error.

The command ““C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles\Build.bat” FirstProjectEditor Win64 Development -Project=“E:\Workspace\Game Development\Unreal\Practice Projects\Unreal-Course\FirstProject.uproject” -WaitMutex -FromMsBuild” exited with code 6.

what seems to be wrong? Any suggestions or try something I haven’t done yet?

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https://forums.unrealengine.com/t/cant-generate-project-folders-and-project-wont-open/2708002#post_1 Sat, 21 Mar 2026 22:43:06 +0000 forums.unrealengine.com-post-5062773
Jane Gintsar - Free Anims Mix Pack absolute fire!

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https://forums.unrealengine.com/t/jane-gintsar-free-anims-mix-pack/2666044#post_2 Sat, 21 Mar 2026 22:37:57 +0000 forums.unrealengine.com-post-5062770
UE 5.7.x Linux – VK_ERROR_DEVICE_LOST in Vulkan RHI The release notes for 5.7.4 do not mention this bug, so it probably has not been addressed. As soon as I have time to install 5.7.4, I’ll test the CVARs workaround I posted. The workaround still has a perfect record for me in 5.7.3, with no crashes since I applied the change.

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https://forums.unrealengine.com/t/ue-5-7-x-linux-vk-error-device-lost-in-vulkan-rhi/2699412#post_8 Sat, 21 Mar 2026 22:34:01 +0000 forums.unrealengine.com-post-5062769
Vehicle cosmetics don't work in a creative island


I can also confirm that this and Car customization is broken in Creative maps are still issues in v40.0. The decal graphics seem more broken than the last patch like others are saying

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https://forums.unrealengine.com/t/vehicle-cosmetics-dont-work-in-a-creative-island/2694202#post_20 Sat, 21 Mar 2026 22:07:26 +0000 forums.unrealengine.com-post-5062768
NPC Spawner Not Working w/ Custom Character Definitions / Npc behavior (topic deleted by author)

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https://forums.unrealengine.com/t/npc-spawner-not-working-w-custom-character-definitions-npc-behavior/2707999#post_1 Sat, 21 Mar 2026 22:01:33 +0000 forums.unrealengine.com-post-5062767
Building verse, validating project or assets, causes massive hangs/stalls for minutes at a time hi @SGSensei

There are two 40.00 known issues in the list which may be affecting you.

v40.00 Known Issues - We are investigating an issue where developers are unable to run live edit and/or publish projects due to validation errors. There are a few potential workarounds

another

v40.00 Known Issues - New Verse material code may cause hitching and hanging on some platforms.

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https://forums.unrealengine.com/t/building-verse-validating-project-or-assets-causes-massive-hangs-stalls-for-minutes-at-a-time/2707951#post_2 Sat, 21 Mar 2026 22:01:16 +0000 forums.unrealengine.com-post-5062766
I need help to generate room Hello Everyonne, i need help to make a room generate along another room.

i don’t know what to do i tried with pcg and make a room follow me bug its bugged.

I ideally want when i pass a hallway or an exit from a previous room that another room generate, but a room that i have design not something proceduraly generate.

So please help me

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https://forums.unrealengine.com/t/i-need-help-to-generate-room/2707996#post_1 Sat, 21 Mar 2026 21:52:26 +0000 forums.unrealengine.com-post-5062763
AnimBP 'Duplicate' in defaultslot throws warnings For posterity.

Below is the issue that caused the error for me:

And, the fix:

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https://forums.unrealengine.com/t/animbp-duplicate-in-defaultslot-throws-warnings/1898399#post_3 Sat, 21 Mar 2026 21:51:31 +0000 forums.unrealengine.com-post-5062762
Chaos Modular Vehicles Settings Examples What about async interpolation, did anyone try tuning p.AsyncInterpolationMultiplier or p.AsyncPhysicsBlockMode ?

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https://forums.unrealengine.com/t/chaos-modular-vehicles-settings-examples/2664473?page=3#post_48 Sat, 21 Mar 2026 21:44:32 +0000 forums.unrealengine.com-post-5062761
UEFN taking insanely long to save new actors FORT-1078792 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

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https://forums.unrealengine.com/t/uefn-taking-insanely-long-to-save-new-actors/2707756#post_3 Sat, 21 Mar 2026 21:44:18 +0000 forums.unrealengine.com-post-5062760
Ongoing Problem with Epic Games Launcher Preventing Screen to go off while downloading or updating. PLEASE EPIC GAMES FIX THIS I have an OLED monitor and I realized this with the Fortntie new season update, this issue is still ongoing. I can see that it’s been like this for over 2 years, such a disappointment. Also I have 1000 Mbps internet but the 40 GB update is taking more time than it should, might want to look into that. I keep checking and it’s doing nothing most of the time (no read/write) and the max download speed it hits is usually around 225-300 Mbps.

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https://forums.unrealengine.com/t/ongoing-problem-with-epic-games-launcher-preventing-screen-to-go-off-while-downloading-or-updating-please-epic-games-fix-this/1698431#post_4 Sat, 21 Mar 2026 21:39:23 +0000 forums.unrealengine.com-post-5062759
Fortnite Devs They were unintentionally added, it was announced in the known issues thread for this patch.

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https://forums.unrealengine.com/t/fortnite-devs/2707994#post_2 Sat, 21 Mar 2026 21:30:31 +0000 forums.unrealengine.com-post-5062757
Memory Pressure pop-up occurs too often (40.00) FORT-1078789 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

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https://forums.unrealengine.com/t/memory-pressure-pop-up-occurs-too-often-40-00/2707806#post_2 Sat, 21 Mar 2026 21:18:27 +0000 forums.unrealengine.com-post-5062756
Fortnite Devs I noticed while creating the gauntlets for the ice king and the founder were in creative as the patch says but now neither weapon is there and I had plans for them. Was that a bug or is an update coming soon weapons like that makes creative more intriguing with 1.0 such as myself

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https://forums.unrealengine.com/t/fortnite-devs/2707994#post_1 Sat, 21 Mar 2026 21:10:33 +0000 forums.unrealengine.com-post-5062754
UEFN taking insanely long to save new actors You should vote up your bug report. The button is on the top right. I believe 3 votes are needed to move the issue forward.

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https://forums.unrealengine.com/t/uefn-taking-insanely-long-to-save-new-actors/2707756#post_2 Sat, 21 Mar 2026 21:00:16 +0000 forums.unrealengine.com-post-5062753