When Adding Custom Bindings, get ensure that "Multiple persistent shared references detected for Sequencer..."

UE - Anim - Sequencer - Nov 17, 2025

Ensure: Error    LogOutputDevice      Ensure condition failed: SequencerRefCount == 1 [Link Removed] [Line: 967]  1. Error    LogOutputDevice      Multiple persistent shared references detected f ...

Expanding a Parent Folder, Opening a Child Folder, and Collapsing the Parent Folder Displays All Assets

UE - Editor - Content Pipeline - Content Browser - Oct 2, 2015

In the content browser, expanding a parent folder, selecting one of its child folders, and then collapsing the parent folder will cause all of the assets to display in the content browser, including ...

ForLoop used inside BP Function Library always returns 0 index when used in a Construction Script

UE - Gameplay - Sep 18, 2018

Using a For Loop inside of a Blueprint Function or Function Library will always return index 0 when used in the Construction Script. This was reported and tested in 4.19.2 (CL-4033788). This was r ...

ToggleDebugCamera Console Command doesn't disable an enabled DebugCamera

UE - Gameplay - Aug 5, 2019

The "DisableDebugCamera" node and the "ExecuteConsoleCommand" node with "ToggleDebugCamera" in the Command field do not disable an enabled Debug Camera. Found in 4.22.3 CL#7053642 Reproduced in 4.2 ...

Max Draw Distances different in PIE versus Standalone

UE - Graphics Features - Feb 6, 2017

The Max Draw Distance setting culling meshes at incorrect distances during PIE relative to Standalone/New Editor Window. I was unable to reproduce this in a new blank project using a single cube me ...

Paint Mode button options disappear when toggling on "Use Small Tool Bar Icons" in the User Interface

Tools - Nov 30, 2017

When toggling on the "Use Small Tool Bar Icons" under the User Interface settings, the button options that sit directly under the Colors, Weights, and Textures options in Paint mode disappear. Thi ...

Child Actor Component Not Destroyed When Parent BP Is Replaced in Scene

UE - Gameplay - Blueprint - Oct 16, 2015

Having an actor in the level with a child actor component, replacing it with another copy of itself, and deleting the copy results in a Child Actor remaining in the world outliner, which cannot be d ...

Shadow flicker with dynamic lighting at low cascade levels when FOV changes

UE - Graphics Features - Sep 1, 2017

When using low shadow settings there is a flicker that occurs when changing a camera FOV, the flicker will end as soon as the FOV has finished adjusting to the new FOV. This can occur when:Using a ...

Surface Profile Skin shading has some unexpected stripe rendering issues

UE - Graphics Features - Apr 3, 2018

So it looks like the artifact is definitely related to whether sss checkboard is enabled, but I can't reproduce it if enabling checkboard right after open the map, I mean it has to be reproduced aft ...

Ease node "Shortest Path" auto sets to true after closing and reopening editor

UE - Gameplay - Blueprint - Mar 9, 2015

UPDATE: 3/10/2015 User reported manually adding a separate boolean value causes that value to automatically switch to true upon reloading editor as well. No current workaround is available. ======= ...