Adding a code class derived from SceneCaptureComponent2D to a project will prevent that project from building successfully in Visual Studio.

UE - Graphics Features - Dec 9, 2014

Adding a code class that derives from SceneCaptureComponent2D will cause the build to fail in Visual Studio. Build Errors: 1>MySceneCaptureComponent2D.cpp.obj : error LNK2001: unresolved external ...

Opening the color picker causes values to change

Tools - Sep 18, 2017

Opening the Color Picker for some color variables causes them to change each time the color picker is opened. Tested with: Light Color and the Albedo variable on ExponentialHeightFog Does NOT occur ...

GameFrameworkComponentManager crashes when modifying init state callbacks during state change

UE - Gameplay - Feb 28, 2024

The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...

Assertion failed: (Index >= 0) & (Index < ArrayNum) when importing large Alembic file

UE - Editor - Open File Formats - Datasmith - Importer - May 3, 2022

Regression testing done on //UE4/Release-4.27.2 CL-18427296 and this issue did occur. [Link Removed] [Link Removed] Below is snips of customers description and proposed workaround:Importing alembi ...

Arguments out of order in call to FMemory::Memset() from UTexture2DFactoryNew::FactoryCreateNew()

Tools - Mar 22, 2018

The call to FMemory::Memset() in UTexture2DFactoryNew::FactoryCreateNew() appears to reverse the expected order of the second and third arguments. Most other calls to FMemory::Memset() appear to sen ...

Renaming an interface appears to cause pins to disconnect

UE - Gameplay - Blueprint - Dec 15, 2016

Renaming an interface appears to cause pins to disconnect from the functions of that interface in the blueprints that use that interface. Any wires for the updated parts of the interface are disconn ...

Interface Message Nodes report an error if multiple inputs are connected to the Target pin.

UE - Gameplay - Blueprint Compiler - Feb 13, 2019

Connecting multiple object pins as inputs to the Target input pin of an interface message node causes an error of the format:failed building connection with 'Replace existing input connections' Thi ...

Xcode 26/16.4 Metal Toolchain generates metallib's that are not compatible with iOS 16

UE - Platform - Mac - Sep 23, 2025

Below is the error output from FirstPerson template as a C++ project: {+}../../../FirstPerson58CPP/Content/firstperson58cpp_sf_metal_es3_1_ios-metal_es3_1_ios.0.metallib, 5881486 bytes!2025-09-23 1 ...

Division by zero causing NaN/Inf on USkeletalMeshComponent::UpdateRigidBodyScaling() when setting scale to zero and back

UE - Runtime - Simulation - Feb 11, 2026

Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed [Link Removed] ...

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions

UE - Runtime - Deformable - Dec 6, 2024

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...