Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

UE - Foundation - Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...

Static/Movable Tooltip shows odd symbols

Tools - Dec 17, 2015

The tooltip for Static/Movable/Stationary lighting in the details pane of the main viewport show odd symbols before additional information points. See attached image. ...

Behavior Tree Visualizer Runs Sequence Tasks in Parallel

UE - AI - Dec 19, 2016

Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...

The previous value of a struct passed to a RepNotify may be incorrect

UE - Networking - Dec 17, 2018

Replicated structs with multiple properties can have the wrong previous value passed into their rep notify functions if all of the properties do not change in any given frame of replication to the c ...

Widget text fields to not remain highlighted after making changes

UE - Editor - UI Systems - Mar 6, 2019

When making changes to the properties of widgets in the details panel, the text fields to not remain highlighted. This functionality appears present in other areas of the engine. Such as when dealin ...

4.24 Instanced Stereo Distortion Error in ComputeBufferUVDistortion

UE - Graphics Features - Nov 13, 2019

4.24 moves distortion calculations to the file DistortionCommon.ush and its`ComputeBufferUVDistortion` function. The code in the INSTANCED_STEREO define no longer works as `Interpolants` isn't passe ...

Read-Only UI Components Don't Receive Input Events

UE - Editor - Jul 18, 2023

Custom context menus will not function when the property they are attached to is read-only,  as the input events no longer make it to our customization, but seem to get intercepted higher up the cha ...

Autokey does not respect min and max limits of control rig animation channel.

UE - Anim - Sequencer - Dec 16, 2024

When using min or max set values for animation channels in sequencer, the sequencer viewport will show different values than what is capable when using autokey functionality. ...

Path Tracer Normals Issue

UE - Rendering - Graphics Features - Path Tracer - Oct 29, 2025

Path Tracing normal maps reflect light differently than Lit, and do not look accurate. Also observed in //UE/Release-5.6, CL: 45232827 ...

Adding components in an Actor then undoing them leaves sub-components

UE - Gameplay - Aug 14, 2018

Adding components in an Actor then undoing them after an action in the Viewport, leaves sub-components behind. This is a regression from 4.19.2 (CL-4033788). This issue was reported and tested in 4 ...