Crash When Compiling Child Blueprint Containing a Custom Event with the Same Name as its Parent's Event

UE - Gameplay - Blueprint - Feb 10, 2016

Having a child blueprint that contains a custom event with the same name as a custom even that it is calling from its parent causes the editor to crash when attempting to compile the original parent ...

TextRenderComponents not parallel safe. Can cause crash

UE - Graphics Features - Feb 28, 2017

Licensee has reported intermittent crashes when loading a map that contains Child Actors with Text Render Components. When the child actor blueprint is spawned all of the text render components st ...

Target Rotation of Physics Handle doesn't register and can't be manipulated on tick

UE - Gameplay - May 26, 2016

Target Rotation of Physics Handle doesn't register and can't be manipulated on tick User Description: I mentioned some versions before that rotation of Physics Handles is broken and now it is even ...

Some Planar Reflections not working on more than one surface if it's a single mesh

UE - Graphics Features - Nov 2, 2016

Planar Reflections only work with a single surface or limited surfaces when it's a single mesh vs multiple meshes making up the piece. Attached is a sample project that will show the issue. Level ...

Using xcode-select to switch between Xcode 10 and Xcode 11 beta can cause Xcode 11 to be unrecognized by the editor

UE - Platform - Apple - Jul 16, 2019

After switching from Xcode 11.0 Beta 3 (11M362v) to Xcode 10 (10A255) and then back to Xcode 11, the editor no longer recognized that Xcode was installed on my machine when trying to use Xcode 11 as ...

Crash When Copying Comment Box from a Blueprint to a Behavior Tree

UE - AI - Jun 8, 2016

The editor crashes when pasting a comment box from a blueprint into a behavior tree. Found in 4.12.1 binary. Reproduced in 4.11.2 binary and Main CL 3005971 Source Context94 95 fo ...

Custom Depth range is different than Pixel Depth range

UE - Rendering - Graphics Features - Sep 25, 2025

Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...

A physics actor will still bounce if the Restitution of a Physical Matieral is set to 0

UE - Gameplay - Oct 6, 2016

A physics actor will still bounce if the Restitution of a Physical Matieral is set to 0 User Description: Explanation : I am trying to create a Badminton Game for fun and while I was trying to han ...

Changing blueprint default values inside arrays only updates loaded child blueprints

UE - CoreTech - Jul 30, 2020

The rules for delta serialization in UE4 are complicated, and the editor tries to hide them from you, which works 90% of the time but can lead to confusion and data loss in other situations. In the ...

DOF - TAA pass ghosting when using r.DOF.TAA.CoCBilateralFilterStrength

UE - Rendering - Graphics Features - Aug 7, 2025

In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...