Hot reload breaks blueprints of class type when a struct containing a member of that class is defined in that class' header file.

UE - Gameplay - Blueprint - Sep 16, 2015

When a struct is created in the header file for a class, and the struct contains a member that is of that class' type, performing a hot reload after changing the class will result in a Blueprint der ...

Crash Occurs When Duplicating Static Mesh with Foliage Placed on it

UE - World Creation - Worldbuilding Tools - Foliage - Mar 10, 2016

When duplicating an actor that has foliage placed on it (i.e. the table in the basic level with starter content), the editor will crash. Found in 4.11 Preview 7. Reproduced in Main CL 2894512 Thi ...

Triggering a HotReload Compile when Start up is Manual can result in an Editor crash: Assertion failed: GIsHotReload, Trying to recreate class outside of hot reload!

UE - Foundation - Cpp Tools - Hot Reload - Jun 30, 2019

Torrigered when hotreload is performed in a case where code referencing to dll. Crash when restarting from VisualStudio. It didn’t see in 4.21. Workaround:   Delete the Intermediate folder and e ...

Number of “USkeleton::LinkupCache” could keep increasing

UE - Anim - Runtime - Nov 8, 2023

USkeleton class only performs Add or Empty operations on the LinkupCache array and has no Remove, so the number of LinkupCache can keep increasing in some cases (A description in Step to Reproduce s ...

Actor Class Reference can take invalid Value, can lead to crash

UE - Gameplay - Blueprint - Oct 4, 2017

REGRESSION: Can be certain as this testing was blocked by [Link Removed] Through a specific chain of events (see repro), it's possible to have a non-actor as the value for an Actor Class Reference, ...

Delegate fixup doesn't work when bound functions are not in the current BP

UE - Gameplay - Blueprint - Mar 11, 2022

When BP functions are bound to native delegates with float parameters, we perform fixup on the BP functions such that their float parameters are converted from double precision to single precision. ...

Reduce the overhead of World Partition cells UObjects on GC

UE - World Creation - Worldbuilding Tools - World Partition - Oct 30, 2024

Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...

CachedMaxDrawDistance value are not updated by CullDistanceVolume in persistent Level

UE - World Creation - Worldbuilding Tools - World Composition - Dec 16, 2022

in PIE, RerunConstructionScript() is executed and actor's CachedMaxDrawDistance is updated as expected. in packaged game, RerunConstructionScript() is not executed  so, CullDistanceVolume is not u ...

PIE Seamless Travel with a standalone level instance causes assert in UWorldPartition::BeginDestroy

UE - World Creation - Worldbuilding Tools - Level Instances - May 8, 2025

This check is hit on the server instance while it is performing garbage collection during the seamless travel. During this garbage collection, it will determine that the UWorldPartition object belon ...

Oculus Audio SDK has reverse z-coordinate

UE - Audio - Jan 16, 2016

Despite the usage of the same ToOVRVector as GearVR, the coordinate transformation from UE4 coordinates to Oculus coordinates appears to have the z-axis reversed. This results in sounds being slight ...