Sub-world partitions do not properly handle partial editor loading as world partition standalone level instances' spatially loaded actors do not get loaded even when the Level Instance is force loaded or loaded in by region.

UE - World Creation - Worldbuilding Tools - World Partition - Aug 19, 2025

Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...

Player Character does not collide with landscape

UE - LD & Modeling - Terrain - Landscape - Mar 8, 2015

UPDATE: 3/9/2015 Additional Information: User on thread https://answers.unrealengine.com/questions/186928/landscape-collison-issues-recreatelandscapecollisi.html reported workaround did not fix e ...

When using object lit by the Indirect Lighting Cache sometimes the cache will not load correctly for movable objects when a level is streamed that contains a landscape

UE - LD & Modeling - Terrain - Landscape - Jun 26, 2015

When setting up a scene with a persistent level and any sublevel that contains a landscape that is loaded via load stream level node in the level BP can cause the ILC to not be correctly assigned fo ...

[UDN - 00707230] DetailLayoutHelpers ensure when using VisibleAnywhere Instanced properties

UE - Editor - Workflow Systems - Jan 11, 2024

From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...

[CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]

UE - Gameplay - Blueprint - Jan 17, 2017

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: GEditor->GetSele ...

Crashes occur when creating a static texture from a non-HDR Cube Render Target in DirectX12

UE - Rendering - Architecture - RHI - Sep 11, 2023

While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...

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

UE - 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 ...

Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>()

Tools - May 23, 2016

This crash was reported on the UDN. Upon further investigation it has been experienced by a handful of different users throughout 4.11 and 4.12. JIRA logged for tracking despite unknown repro steps ...

Option "Always load last project on startup" is broken on UE 5.3

UE - Editor - Workflow Systems - Dec 9, 2023

In UE 5.3, when the option "Always load last project on startup" is enabled and a new Editor launch attempts to automatically reopen the last closed project, the dialog "The following modules are mi ...

Using ForceCustom Mode causes TPose for single frame in Level Sequencer

UE - Anim - Sequencer - Aug 8, 2025

We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...