Known Limitations

Known Limitations

This page describes current limits and behaviors to keep in mind.

Draw-call estimates are not renderer measurements

Build Plan and Benchmark draw-call values are estimates.

Actual renderer draw calls can depend on:

  • camera view;
  • occlusion;
  • LODs;
  • Nanite;
  • material behavior;
  • editor viewport state;
  • runtime scene conditions.

Use Unreal Engine profiling tools for final performance validation.

Restore is best-effort

Rollback removes generated content and restores or recreates originals when enough build-history data exists.

Deleted AStaticMeshActor recreation works only when sufficient source data was captured.

Custom actor behavior and arbitrary components may not be fully reconstructable.

Delete mode is conservative

Delete safe originals after backup is intended for eligible simple sources.

Unsupported or non-simple cases may be hidden instead of deleted.

Blueprint component restore can be grouped

Blueprint or non-simple source actors may restore atomically.

One source actor can remove or restore multiple generated instances together.

Volume containment uses origin point logic

Volume scanning uses component origin point containment in this documentation build.

Bounds-overlap and full-bounds containment should be treated as future behavior unless exposed in your current build.

Smart Auto depends on available metadata

Smart Auto uses conservative fallbacks when metadata is missing.

Check diagnostics and hints before forcing manual overrides.

Editor benchmark is approximate

Benchmark captures frame timing inside the editor.

It is useful for comparison, but it is not a packaged-build performance guarantee.