Incorrect behavior after attaching an actor to a non-root component of another actor in the Editor

UE - Editor - Workflow Systems - Jul 3, 2024

UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...

Ensure triggered inside Range Struct Customization when Property Node is no longer valid (e.g. when editing FFloatRange while FRuntimeFloatCurve editor is visible) [Ref. UE-341339]

UE - Editor - UI Systems - Nov 12, 2025

[Link Removed] was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::SetValue() when its Property Node is no longer valid. However, the same proble ...

Half precision is not supported for OpenGL ES 3.1 Pixel Shaders

UE - Platform - Mobile - Apr 6, 2018

Fix the cross compiler so half precision is supportedAdd a project setting to specify the default precision to support on ES31. Be sure the shader version takes this setting into account. — User des ...

[CrashReport] Crash on Mac related to cooking for IOS

UE - Graphics Features - Jul 20, 2017

This is a common commandlet crash for Mac users in 4.16. In all cases, the command line is like: "(path/project).uproject" -run=Cook -NoLogTimes -TargetPlatform=IOS -fileopenlog -unversioned -ski ...

LayeredBlendPerBone without BlendRootMotionBasedOnRootBone exaggerates root motion

UE - Anim - Runtime - May 27, 2023

When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion.  (ie. if the first child pose's blend weight i ...

Client Gameplay Effect stuck on due to duplicate ReplicationIDs

UE - Gameplay - Gameplay Ability System - Oct 31, 2025

We've been tracking down a problem recently with the Gameplay Ability System where a gameplay effect is properly removed on the server, but the client has the gameplay effect stuck on permanently. ...

[AI] Gaps between Nav Mesh tiles in World Partition map causing movement issues

UE - AI - Navigation - Nov 4, 2025

Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...

[CrashReport] Mac crash - UE4Editor-Slate.dylib!FTextLayout::GetAsTextAndOffsets()

UE - Platform - Apple - Aug 15, 2017

This is a trending Mac crash in 4.17.0 that also had some occurrence in 4.16. Users have not provided any descriptions of their actions when the crash occurred, but the callstack is nearly identica ...

Mover Plugin: UNavMoverComponent::GetFeetLocationBased() returns incorrect FBasedPosition when using WalkingMode over a Movable floor, making UPathFollowingComponent erroneously detect a blocked move

UE - Gameplay - Player Movement - Mover - Nov 12, 2025

Function UNavMoverComponent::GetFeetLocationBased() on file "NavMoverComponent.cpp" returns an FBasedPosition built from an FRelativeBaseInfo. The "MovementBaseInfo" is read from key "CommonBlackboa ...

Internal Compile error received from rearranging Format Text nodes

UE - Gameplay - Blueprint - Dec 18, 2014

Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...