ServerTravel from a map with a GameMode set to Use Seamless Travel and then ServerTravel back from a map without Seamless Travel enabled will crash the editor

UE - Networking - Mar 3, 2015

ServerTravel from a map with a GameMode set to Use Seamless Travel and then ServerTravel back from a map without Seamless Travel enabled will crash the editor. Reproduced in 4.7.1 binary and Main ( ...

ForEach 'Enum' node returns incorrect enum values

UE - Gameplay - Blueprint - Aug 21, 2015

ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...

Crash after setting a key on a Rotation Track, then trying to right click the key with Transform track collapsed

UE - Anim - Sequencer - Aug 3, 2016

Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 336 337 if (bHasRotationKeys) 338 { 339 TSharedRef<FStru ...

Crash when confirming a directory to import a USD file to via the USD Stage window

UE - Editor - Content Pipeline - Import and Export - Nov 21, 2019

Crash when confirming a directory to import a USD file to via the USD Stage window The repro does not seem to be 100% consistent and it can take a few attempts to hit the crash. The USD Stage wind ...

"For Each" Node doesn't show up in UMG Graph until an Actor BP is loaded

UE - Gameplay - Blueprint Editor - Apr 18, 2022

[Link Removed] ...

When using Perforce, saving a level over another leaves the target umap file as "marked for delete"

UE - Editor - Workflow Systems - Mar 11, 2025

When working on a level asset and using command "File – Save Current Level As..." to save it over a different level asset, the engine first deletes the target level (that's going to be overwritten) ...

Moving an InstancedStaticMesh will not move meshes collision

UE - Simulation - Physics - Apr 10, 2015

Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...

Expose to Matinee requires variable to be "editable" for it is usable in Sequencer/Matinee

UE - Anim - Sequencer - Jun 15, 2016

Expose to Matinee requires variable to be "editable" as well. If this is expected, can we have "Editable" be enabled when you enable "Expose to Matinee"? ...

Default values set in code are not overridden in character blueprint

UE - Gameplay - Blueprint - Mar 23, 2015

If a C++ class based on Character has a default value for a variable and the value is overridden in blueprints, the default value will be shown in game rather than the BP value. ...

LIVE: Variables of type UserDefinedStruct that are not compiled when a project is closed will not be visible when the project is reopened

UE - Gameplay - Blueprint - Nov 18, 2014

If a variable of type UserDefinedStruct is created in a Blueprint and the project is closed before the Blueprint is compiled, upon reopening the project that variable will not be visible in the My B ...