Distance field PrimitiveModifiedBounds grows unbounded when scene captures render with bDisableWorldRendering=true

UE - Rendering - Features - Oct 20, 2026

When UGameViewportClient::bDisableWorldRendering is true and the scene is rendered only through manually triggered scene captures, FDistanceFieldSceneData::PrimitiveModifiedBounds is never reset and ...

Renaming a Blackboard Key removes it's references in the Behavior Tree

UE - AI - Jan 27, 2015

Renaming a Blackboard Key removes it's references in the Behavior Tree ...

Parent component visibility in a child blueprint isn't reflected in a launched project.

UE - Gameplay - Blueprint - Mar 5, 2015

Parent component visibility in a child blueprint isn't reflected in a launched/packaged project. ...

EDITOR: High Resolution Screenshot: Unable to capture high res shots in game or during cinematics

Tools - Sep 2, 2014

BRANCH: //depot/UE4/Promotable-CL-2281016 CHANGELIST: 2281016 BUILD TYPE: P4 PLATFORM: Windows FREQUENCY: 3/3 DESCRIPTION: Unable to capture High Res shots in game or during cinematics REPRO STEPS: ...

Scaled Geometry Collections result in a potential memory leak in Physics/ChaosUpdate

UE - Runtime - Simulation - Mar 30, 2025

Scaled Geometry Collections (GC) result in a potential memory leak in Physics. Tracing the memory allocation of a single run of the Editor and multiple Play-In-Editor sessions of a scene that contai ...

[CrashReport] UE4Editor_UnrealEd!UEditorEngine::TeardownPlaySession() [playlevel.cpp:595]

Tools - Aug 30, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: EditorWorld == G ...

Sampling textures with bias in the path of a custom data pin causes derivative operations when avoidable

UE - Rendering - Architecture - Materials - Apr 8, 2025

Materials that make use of the analytical derivatives path to avoid hardware derivatives can still generate derivative operations on texture samples when the shading model has a custom data pin and ...

Physics Constraints do not have the same values if they are part of an 'Always Loaded' level

UE - Gameplay - Dec 3, 2014

Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...

Collision of child actor doesn't rotate if the parent is simulating physics

UE - Simulation - Physics - Aug 11, 2015

Collision of child actor doesn't rotate if the parent is simulating physics. This was an old bug that an AnswerHub user reported back in 4.9 but now a licensee is reporting this same behavior in 4.1 ...

Hidden enumerator variables can cause the enumerator to become broken with the Select node in blueprints

UE - Gameplay - Blueprint - May 26, 2015

If a user makes an enumerator in C++ and sets one of the variables to Hidden and doesn't make it the last variable of the enum, it will cause issues with the numbering of the enum when using the Sel ...