When the Initial Position of an Animation Asset is entered outside the expected range, the animation gets stucked and does not refresh.

UE - Runtime - Animation - Mar 18, 2024

The animation gets "corrupted" when the Initial Position value has an invaildad value. In this case, this means that the Initial Position value is outside the range of the duration of the Animation. ...

Level sequence attachment dirtying bugs - 5.4

zComponent - Archive - Mar 28, 2024

Level Sequences can mark the level they are in as modified without modifying them, as well as get themselves into a state where they modified themselves when saved. ...

Custom mode animation resets character pose on every change in the Sequencer

zComponent - Archive - May 30, 2024

Skeletal Mesh Components that use Custom Animation Mode will have their animation rest to the base position when any change is made to the Level Sequence that the character is used in. The Licensee ...

FCameraShakePreviewer retains world-outered UCameraShakeBase instances indefinitely, fataling CheckForWorldGCLeaks on editor map change

UE - ACT Character - Sequencer - Aug 21, 2026

FCameraShakePreviewer is an FGCObject that strongly references the UCameraShakeBase instances it previews, and creates them outered to the previewed UWorld. Nothing releases them on world teardown, ...

Changing UFUNCTION Category causes function to not appear in BP right-click menu after hot reload

UE - Gameplay - Blueprint - Mar 11, 2015

If a function with a Category set in its UFUNCTION macro has the value of the category changed and then compiled (hot reload), the function will no longer show up in the right click menu of the blue ...

EXR renders won't go above 640x360 when rendering from an Editor Window

UE - Anim - Sequencer - Jan 4, 2016

User was attempting to render out EXR sequences and ran into an issue where anything above 640x360 caused the window to shrink and render at a lower resolution. The workaround is to "Use Separate P ...

Renaming components in blueprints resets default values for all instances

UE - Gameplay - Blueprint - Sep 15, 2015

Renaming a blueprint component and presing ocmpile will reset any altered instances of the blueprint to default values. ...

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 maps and modes subcategory after changing player pawn from migrated content folder location that gamemode is referencing

UE - Gameplay - Blueprint - Feb 6, 2015

The editor crashes when a user attempts to open the maps and modes subcategory of project setting while using a gamemode from migrated content, then moves the player pawn in the content browser to a ...