Widget that is a derived from a child widget reports component variables as Invalid

UE - Editor - UI Systems - Aug 23, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL26001984 A widget that is a derived from a child widget reports component variables as Invalid, while the child and parent of that child will ...

[AI] Area Class to Replace does not work on SplineNavModifierComponent

UE - AI - Navigation - Jun 16, 2025

The SplineNavModifierComponent does not have the same behavior as regular nav modifier components where the modifier can specify that it only replaces a given NavArea class. Setting the area class t ...

Crash on PIE exit after dynamically enabling and disabling tick functions through the Level Script blueprint.

UE - Gameplay - Mar 23, 2018

User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...

Compile error when declaring UPROPERTY() TArray with TFixedAllocator

UE - Foundation - Core - Feb 20, 2015

Declaring a UPROPERTY() TArray with TFixedAllocator fails to compile. Output log states "Missing '>' in 'tarray'." Removing/commenting out the UPROPERTY() allows the project to compile correctly. ...

Anim BP Class Defaults are deselected on compile

OLD - Anim - Nov 9, 2016

If the Class Defaults are selected when compiling an animation blueprint, the will be deselected and the user will be required to select them again. This doesn't occur with anim blueprint nodes. A ...

Collapse All/Expand All not functioning as expected

Tools - Nov 2, 2016

This is only happening in the Editor Preferences/Project Settings. Hitting the Collapse All option removes everything and leaves the window blank where all of the settings were. Expand all brings th ...

Investigate intermittent crash in CacheOptimizeIndexBuffer on Editor startup on Linux

UE - Platform - Linux - Nov 23, 2015

Building 4.10 from the GitHub release branch on Linux fails to open after install and instead crashes Community Suggested Fix: Switching triangle order optimization off with r.TriangleOrderOptimiza ...

Precomputed AO Masks cannot be used to LERP between Normal Maps

UE - Graphics Features - Sep 18, 2015

When using the Precomputed AO Map node to LERP between 2 Normals, only the A input into LERP will render out on the mesh. The Precomputed AO will work fine for Base Color LERPs Example: [Image Re ...

Duplicating an enum blueprint does not keep Enumerator settings in copy

UE - Gameplay - Blueprint - Dec 5, 2016

When an Enumerator blueprint is duplicated in the editor, the names of the Enumerators are reverted back to "New Enumeration #" rather than duplicating the preexisting names. REGRESSION: No - Same ...

UWheeledVehicleMovementComponent no longer contains an IsFalling variable

UE - Gameplay - Dec 8, 2016

UWheeledVehicleMovementComponent no longer has an IsFalling variable. It originally inherited from UPawnMovementComponent which it gained this variable from but now inherits directly from UMovementC ...