Crash when not saving level after using MovieRenderQueue for that level

UE - Editor - Content Pipeline - USD - Feb 8, 2022

Crash when not saving level after using MovieRenderQueue for that level Repro rate 3/3 Regression Yes, issue is not reproduced on //UE5/Release-5.0-EarlyAccess at CL 16682836 from LauncherFatal er ...

Custom Depth as Mask in High Resolution Screenshot Tool saving Boolean Value

Tools - Jul 28, 2016

Closing and re-opening a project that had the 'Use Custom Depth as Mask' option checked within the High Resolution Screenshot Tool, will cause the boolean value to be unchecked and the viewport to r ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...

Editor Crashes When Reparenting a Trigger Sphere to a Trigger Capsule

UE - Simulation - Physics - Aug 15, 2016

Reparenting a blueprint derived from Trigger Sphere to Trigger Capsule will cause the editor to crash. This is a regression. This did not occur in 4.11.2. Source Context: 163 164 ...

JsonObjectToUStruct removes _ClassName from input FJsonObject, breaking repeated deserialization

UE - Foundation - Mar 18, 2026

FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...

Moving the Material Node for Starter Content Materials within the Editor Graph will increase the Texture Sample Count

UE - Graphics Features - Apr 27, 2016

The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...

Pre-UE5 serialized FVariant FVector data corruption when deserialized in UE5

UE - Framework - LWC - Jan 15, 2024

FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...

Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key causes a memory leak

UE - Framework - Blueprint - Apr 15, 2025

When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

UE - Framework - Blueprint - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...

In the GameUserSettings class, Landscape quality is not taken into account by GetOverallScalabilityLevel, but is changed by SetOverallScalabilityLevel.

UE - Gameplay - Oct 17, 2025

Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...