Compressed anim sequence data isn't updated immediately when virtual bones are added

UE - Runtime - Animation - Mar 21, 2022

It seems that the compressed animation data within an anim sequence is not updated immediately when a virtual bone is added to a skeleton. If the user attempts to call UAnimSequence::GetBoneTransf ...

Ensure occurs when RBAN simulated rigid body approaches UseComplexAsSimple mesh

UE - Runtime - Simulation - Jun 30, 2022

When a collision enabled RBAN node attempts to collect surrounding meshes, if there is a mesh with UseComplexAsSimple, it will hit the Ensure when cloning a mesh on the task graph thread. Disabling ...

Breaking a level instance can not remove the level instance from world

UE - Engine Scaling - Streaming - Level Instances - Nov 5, 2024

Currently there is no stable way to break level instances ...

BoxOverlapActors fails to catch an Overlaped actor with a particular scale, from a particular position

UE - Runtime - Simulation - Sep 30, 2025

BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...

StateTree : Crash when executing GetPropertyRef in SubTree linked via Linked Asset

UE - AI - StateTree - Aug 26, 2025

A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...

BP - Nativized build will crash at runtime if a non-nativized child that inherits from a nativized parent containing a ChildActorComponent sets the CAC class to a non-nativized child of a nativized BP class.

UE - Gameplay - Blueprint - Jan 26, 2020

Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...

OnlineServices-Lobbies: Crash when host migration message is received and the next host has already left the session

UE - Online - Sep 9, 2024

A crash occurs at FindChecked in the code below.if (PreparedServiceChanges->OwnerAccountId) { InternalPublicData->OwnerAccountId = *PreparedServiceChanges->OwnerAccountId; if (bDispatchNot ...

Bone names of ~100 characters or longer crash the editor when baking to control rig

UE - ACT Character - Control Rig - May 15, 2025

This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...

WP HLOD Crash on Small Cell Sizes

UE - Engine Scaling - Streaming - HLOD - Jan 8, 2024

Rendering issues with modulated shadows on tegra 4 devices.

UE - Platform - Mobile - May 23, 2016

Modulated shadows are pretty broken on tegra4. see screenshot. ...