Replace references doesn't prompt to save dirtied assets that hold a soft reference to the deleted asset

UE - Gameplay - Dec 21, 2017

When deleting an asset any other asset that holds a soft reference to the deleted item will appear in the reference list. For a soft reference when choosing to replace the references with another as ...

NiagaraSystem is compiled every time when first loaded in the editor

UE - Niagara - May 20, 2022

If you are using a large amount of Niagara, you will experience excessive load times in PIE even if nothing is changed. The following code change seems to be effective as an interim response. void ...

CitySample - Level MassCrowd - interactions with SmartObjects/ContextualAnimScene is broken in 5.5

UE - AI - Apr 9, 2025

The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...

Niagara - When Interpolated Spawning is disabled, the first frame of each particle unexpectedly does not take into account the Particle Update stage

UE - Niagara - Feb 28, 2025

Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...

Physics Constraints do not have the same values if they are part of an 'Always Loaded' level

UE - Gameplay - Dec 3, 2014

Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...

In Editor, Blueprint resources are not freed up when the Blueprint is closed

UE - Framework - Blueprint - Feb 16, 2024

It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...

Audio Capture Component Crashes When Unplugging Mic/Headset

UE - Audio - Jun 9, 2021

Audio Capture Component does not appear to be handling external device swaps appropriately, and has a delayed crash that will occur if an in-use mic is unplugged. At a glance, it appears to involve ...

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 ...

After Seamless Server Travel, the Client cannot move the character or see the Server character

UE - Networking - Jul 9, 2015

After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...