Inaccurate dialog box displayed when trying to open a project that contains a plugin with missing binaries

UE - Foundation - Core - Aug 29, 2017

In 4.17, attempting to open a project that contains a plugin with a missing .dll file results in a dialog box appearing that says that the plugin is not compatible with the current Engine version, a ...

Desynchronised playback of firstime played SoundWaves with active AudioStreamCaching

UE - Audio - Mar 25, 2020

The SoundWave in the Content folder of the attached Project has been exported from Nuendo @ 120BPM 4/4, with a duration of exactly 1 Bar. The BP_Audio Actor uses the TimeSynthComponent to provide sa ...

Commonly used blueprint conversion functions should be promoted to top level category

UE - Gameplay - Blueprint - Nov 16, 2020

Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...

nDisplay VIOSO Projection Policy broken since 5.0.3

UE - Virtual Production - nDisplay - Nov 25, 2022

Hi Sevan, I think we are having a bug: When using our calibration format “vwf” the image is slightly misaligned. Same calibration exported MPCDIv2 works good in UE. So it seems to be some issue ...

UAbilityTask_SpawnActor::BeginSpawningActor may return true when SpawnedActor contains stale value

UE - Foundation - Mar 15, 2026

UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...

[CrashReport] FText::IsEmpty | UTextProperty::Identical_Implementation

UE - Gameplay - Blueprint - Aug 15, 2017

This is a trending crash coming out of the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 257 FText::FText( FString&& InSo ...

Controller::OnPossessedPawnChanged broadcasts (Pawn->null) but not (null->Pawn) during AGameModeBase::RestartPlayer()

UE - Gameplay - Sep 17, 2025

Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...

DynamicWind doesn't unregister proxy and leaks

UE - Rendering - Architecture - Mar 20, 2026

FSkinnedSceneProxy's never get unregistered from the DynamicWind system In FDynamicWindTransformProvider::UnregisterSceneProxy, there's an early out that says: if (SkinningSceneExtProxy == nullptr ...

Crash: Direct3DDevice->CreateBuffer failed at D3D11VertexBuffer.cpp with error E_INVALIDARG

UE - Graphics Features - Jul 6, 2017

This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...

[CrashReport] UE4Editor_UnrealEd!TArray<TScriptDelegate<FWeakObjectPtr>,FDefaultAllocator>::Find() [array.h:784]

UE - Gameplay - Aug 22, 2017

This is a regular crash occurring in 4.17. It may be a regression as there is no immediate evidence of it occurring in prior releases. Users have not provided any descriptions of their actions whe ...