CreateDynamicMaterialInstance will pull from the base rather than overridden mesh on SkinnedMeshComponent when run from construction script

UE - Framework - Blueprint - Feb 6, 2025

When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...

[CrashReport] UE4Editor_Core!TArray<wchar_t,FDefaultAllocator>::operator=() [array.h:396]

Tools - Nov 21, 2017

This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...

SetNiagaraStaticMeshComponent in UNiagaraFunctionLibrary does not add NiagaraVariable to InstanceParameterOverrides

UE - Niagara - Jan 13, 2023

The result of the Set Niagara Static Mesh Component (OverrideSystemUserVariableStaticMeshComponent) function provided by the UNiagaraFunctionLibrary is different from the operation result on the det ...

Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z)

zComponent - Archive - May 26, 2025

Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z) ​​Description​​: When switching the viewport to a specific camera actor, any manual movement/rotation of the camera (via ...

When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if fails FSequencerTrackFilter_Keyed::PassesFilter)

zComponent - Archive - Jun 25, 2025

When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if ...

DataAsset blueprints have the wrong NativeClass

UE - Gameplay - Nov 18, 2025

UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...

Instanced Actors: Editor preview don't show correct relative mesh transforms

UE - Engine Scaling - Mass - May 30, 2026

Context Actors can be converted into Instanced Actors via the IA plugin. During runtime and in the editor, an instanced actor’s visual is generated from the collection of StaticMeshComponents on th ...

GoogleVR apps prevent adjusting the volume for the phone while running

UE - Platform - XR - Oct 3, 2016

4.13.1 has caused an issue where the volume can no longer be adjusted for a GoogleVR application. This is a regression of functionality in 4.13.0. Tested with build: Working: 4.13.0 Binary CL-310 ...

Cannot create Editor Toolbar Button with the name "Button"

Tools - Apr 19, 2017

The plugin fails to be created with the name "Button". The name button or BUTTON works as a plugin name. If there are some names that plugins cannot be called, then an error/warning message in the o ...

Unexpected behavior from moving multiple widget components with render transform

UE - Editor - UI Systems - May 10, 2017

Unexpected behavior occurs from moving multiple widget components with render transform applied to them. The individual components seem to change relative position or rotation when being clicked and ...