Crash when opening a texture or editing its properties after stopping a preview in the material editor

UE - Rendering - Architecture - Materials - Sep 5, 2025

When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...

Animating blueprint mesh duplicates uncontrollably

UE - Gameplay - Components - Apr 15, 2015

When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...

Editing an array config property via ProjectSettings can end up editing other platform config properties.

UE - CoreTech - May 27, 2024

Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...

Sprite collision is inaccurate

UE - Gameplay - Paper2D - Oct 31, 2014

Sprite collisions do not accurately reflect the collision for the sprite. While the collisions are always the same between two of these, the collisions do not correspond to the shape of the collisio ...

Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 input pin

UE - Graphics Tools - Modeling Tools - Jun 13, 2022

Geometry Scripting plugin isn't available for 4.27.2, and the behavior is the same 5.0.1. Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 ...

Building Nanite on a Landscape with Visibility Mask multiple times gives an Assert

UE - Graphics Tools - Terrain - Landscape - Aug 28, 2023

Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...

Reflection capture crash in FindOrAllocateCubemapIndex

UE - Graphics Features - Mar 15, 2017

See UDN thread ...

Editor crash loading a Blueprint asset when a child scene component C++ type changes to a non-scene component type.

UE - Gameplay - Blueprint Editor - Jan 16, 2019

Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...

Destroying a Character's CapsuleComponent while Use RVOAvoidance is enabled in the CharacterMovement component will crash the editor

UE - AI - Aug 27, 2015

Destroying a Character's CapsuleComponent while Use RVOAvoidance is enabled in the CharacterMovement component will crash the editor. Crash Report: [Link Removed] ...