Level Merging creates a new empty level and deletes only one of the two levels merged

Tools - Oct 29, 2014

After merging two levels in the Levels window, only one of the two levels will be deleted and a new level will be created. Any actors in the deleted level will be deleted as well. The new level will ...

Editor crashes when attempting to open a new level from a level that has an external curve in a timeline within the level blueprint

UE - Gameplay - Blueprint - Oct 27, 2014

The editor crashes when a user imports a float curve into a timeline within the level blueprint then attempts to open another level. ...

[Console Commands] - au.debug.sounds.sort priority shows all sounds as priority 1.0 when volume scaling is bypassed or sound is 2D

UE - Audio - Voice Management - Apr 5, 2022

The priority display does not correctly reflect the set priorities of sounds when they are not being attenuated or when Bypass Volume Scale for Priority is Enabled. If a sound is attenuated and scal ...

Having more than one Show or Hide Toggle in Matinee Visibility Track causes a compile error in Level Blueprint

UE - Gameplay - Blueprint - Jan 5, 2015

Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...

Control Rig: crashes when compiling after rearranging input pins in an array in Example Rig Unit

OLD - Anim - Aug 20, 2019

The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...

MoviePipeline: Cannot add per-shot {file_format} name overrides

UE - Anim - Sequencer - MRQ - Feb 3, 2022

void UMoviePipelineBlueprintLibrary::ResolveFilenameFormatArguments(const FString& InFormatString, const FMoviePipelineFilenameResolveParams& InParams, FString& OutFinalPath, FMoviePipelineFormatArg ...

[Quartz] - The multiplier does not always respected on the Quartz Quantization Boundary

UE - Audio - Quartz - May 13, 2022

Increasing the multiplier past a certain point causes sounds on a Quantization Boundary to struggle to play at the correct time. The repro above uses 1/32, but this also repros with other values. ...

Regression - Nav mesh is not generated on BSP brushes after loading a map

UE - AI - Navigation - Dec 18, 2024

In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...

Regression - Nav mesh is not generated on BSP brushes after loading a map

UE - AI - Navigation - Jan 14, 2025

In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...

Custom Events with duplicate input names will not compile

UE - Gameplay - Blueprint - Jan 12, 2015

Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...