UClass::HasProperty() returns true for properties in a child class even though the comment for the function indicates it checks for the property in the current class and parents of the current class

UE - Foundation - Core - Dec 21, 2018

The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...

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 ...

Editor crashes on blueprint open when shortcut key is implemented through code

UE - Gameplay - Jun 7, 2017

Editor crashes on blueprint open when shortcut key is implemented through code inside of the BaseEditorPerProjectUserSettings.ini. Code used in repro is directly from Jeff W suggestion in the forum ...

Second controller input doesn't work in fullscreen mode on PIE.

UE - Editor - UI Systems - Jun 29, 2020

When two controllers connected, player2 input is disabled in full screen mode in PIE. This doesn't appear to be in focus. If seeing the any focusing widget, player1 focused on SViewport, but player ...

Red 'X' Persists after Duplicating Overlapping Stationary Lights and Setting them to Static or Movable

Tools - Sep 15, 2016

Duplicating a group of overlapping stationary lights that produces the red 'X', and setting the copied group to 'Static' or 'Movable' will maintain the red 'X' on one of the light components. Note ...

Engine Freezes Compiling Fmod Material

UE - Graphics Features - Jun 25, 2015

When Saving the Material shown below, the engine will freeze at 50%, no crash is generated but engine stays unresponsive (tested for 60 mins) and must be terminated via Windows Task Manager. [Image ...

GetAllocatedSize returns inaccurate number of bytes

UE - Foundation - Core - May 20, 2015

When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...

Differences in Post Process FX between Minimized and Maximized Viewport

UE - Graphics Features - Apr 19, 2016

When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...

Typo in GetAsBoundsArray() from file AABBTree.h on Chaos module

UE - Simulation - Physics - Jul 30, 2025

From file [Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\AABBTree.h], function Chaos::TAABBTree<>::GetAsBoundsArray(): bool GetAsBoundsArray(TArray<TAABB<T, 3>>& AllBounds, int32 NodeIdx, i ...

Cascade velocity aligned particles jitter when "use local space" is enabled

UE - Niagara - Sep 2, 2020

Sprites in a particle system flicker/shake when use local space is combined with small velocity values and velocity aligned sprites. Reported and tested in versions 4.25.3(CL 13942748), 4.24.3(CL 1 ...