View Bindings Panel Undo Crash — Function Parameter Pin Not Properly Serialized

UE - AI Workflows - UI Systems - Aug 12, 2026

Initial investigation: After looking at the code, it seems the issue is that when the Function is set, its parameter isn't serialized as a valid Pin into the transaction. As a result, on Undo the tr ...

Report: Crash when adding new object instances in array in Widget Editor

UE - AI Workflows - UI Systems - Jun 24, 2026

Please review crash report from EPS case. repro project attached [Link Removed] ...

When CommonTabListWidgetBase and ScrollBox are arranged vertically, tabs within CommonTabListWidgetBase momentarily become selected when scrolling the ScrollBox upward

UE - AI Workflows - UI Systems - Mar 19, 2026

When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...

InvariantLeft and InvariantRight justification mispositions wrapped multi-line text

UE - AI Workflows - UI Systems - Feb 26, 2026

When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...

Rotated RetainerWidget does not account for rotation during hit testing

UE - AI Workflows - UI Systems - Jan 21, 2026

Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...

CommonListView EntryWidgetClass allows invalid assignment via “Use Selected Asset From Content Browser”

UE - AI Workflows - UI Systems - Jan 6, 2026

CommonListView requires its EntryWidgetClass to implement UserObjectListEntry. This requirement is correctly enforced by the Entry Widget Class dropdown, which filters out widgets that only implemen ...

CommonUI: FUITag, FUIActionTag variables can't connect with blueprint wildcard Equals node

UE - AI Workflows - UI Systems - Jan 5, 2026

Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to  UBlue ...

Updates to DesiredFocusWidget for a UserWidget are not propagated to existing instances of it inside the WidgetTree of other widgets

UE - AI Workflows - UI Systems - Nov 17, 2025

This issue has been reproduced in UE 5.3 to 5.7 and source versions. A repro project is available. Below are the findings from an initial investigation of the problem. Normally, when a UserWidget p ...

UMG: RetainerBox with zero-size child returns incorrect LayerId on OnPaint()

UE - AI Workflows - UI Systems - Nov 4, 2025

When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...

“None” option removed from “Preview Game Language” in Editor Preferences since UE 5.6

UE - AI Workflows - UI Systems - Oct 24, 2025

In Unreal Engine 5.5 and earlier, users could select “None” as the Preview Game Language in the Editor Preferences. Starting from UE 5.6, this “None” option is no longer available. Based on source ...