Source Won't Build - UnrealInsightsCLI.cpp References Missing Header

UE - Foundation - Core - May 11, 2020

Line 9 in https://github.com/EpicGames/UnrealEngine/blob/4.25/Engine/Source/Programs/UnrealInsightsCLI/Private/UnrealInsightsCLI.cpp is '#include "TraceServices/SessionService.h" which used to be lo ...

Actors are not properly restored when undoing a Replace Selected Actors transaction

UE - Gameplay - Components - Jul 22, 2020

When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...

Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode

UE - Graphics Features - Dec 1, 2020

Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...

Niagara preview viewport and timeline are locked to 30fps

UE - Niagara - Aug 10, 2020

The Niagara preview viewport seems to be fixed at a 30fps update time, which makes it difficult to fine-tune short lifetime FX. It would be good to either have options for viewport max fps, or for s ...

[AI] UE_MT_SCOPED_READ_ACCESS(NavElementAccessDetector) Fails in editor on fresh sync

UE - AI - Navigation - Jan 27, 2025

Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...

Wolrd Partition Foliage Builder - Fails to build with multiple external actor folders.

UE - World Creation - Worldbuilding Tools - World Partition - Apr 1, 2025

Hello, We are building a world with world partition & a lot of nanite foliage. We want to modify out Foliage Instance grid size via the commandlet. [Link Removed] Even in a new empty level the c ...

LOD glitch when using Control Rig with Import Skeleton node

UE - Anim - Rigging - Control Rig - Aug 26, 2025

In Unreal Engine 5.6 and Main, a glitch occurs when switching between LODs in a character setup that uses a Control Rig to dynamically load the skeleton hierarchy through the Import Skeleton node in ...

OnTextChanged not called for UEditableTextBox / UMultiLineEditableTextBox when text is set programmatically

UE - Editor - UI Systems - Sep 29, 2025

When calling SetText() on a UEditableTextBox or UMultiLineEditableTextBox, the OnTextChanged delegate is not triggered. This regression was first reported in UE 5.3 and acknowledged previously in UD ...

[CrashReport] UE4Editor_SlateCore!IsResourceObjectValid() [drawelements.cpp:23]

Tools - Aug 2, 2018

No user comments in crash group 18 FSlateShaderResourceManager* FSlateDataPayload::ResourceManager; 19 20 static bool IsResourceObjectValid(UObject*& InObject) 21 ...

Packaging a runtime plugin in a Blueprint project causes some Editor files to be deleted

UE - Foundation - Cpp Tools - Oct 22, 2018

Attempting to package a runtime plugin (does not occur with a Development plugin) in a Blueprint project fails in 4.21 Preview 2. This also causes some Editor files to be deleted, including the Modu ...