Sequential Level Loading in Python causes Crash

UE - Editor - Workflow Systems - Apr 16, 2019

Loading all the levels selected in the Content Browser and running the aforementioned Python script causes the editor to crash Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22 (CL - 5 ...

The ResavePackages commandlet with -ResaveClass and -IncludeChildClasses doesn't resave unloaded assets

UE - World Creation - Worldbuilding Tools - Nov 28, 2024

The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...

Regression: Several project settings, especially from built-in Plugins, are being silently erased when previously they were not, which is perceived as a bug

UE - Foundation - Feb 28, 2025

In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...

Assertion When Packaging If an Actor in Level Uses Create Canvas 2D Render Target

UE - Graphics Features - Jan 23, 2019

An assertion will occur when packaging if an Actor in level uses "Create Canvas 2D Render Target"  Found in 4.20 CL# 4369336, 4.21 CL 4753647 Blocked for testing in main due to crash when placing ...

Importing through Python doesn't allow the user to set the import options.

UE - Editor - Content Pipeline - Import and Export - Mar 29, 2019

The attached script should import the provided Alembic cache but the import options specified in the script are not passed to the importer resulting in improper data. ...

Commandlet Exits With Code -1073741819 and Exception FPlatformMisc::RequestExitWithStatus(1, 3, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)Engine exit requested (reason: Win RequestExit; note: exit was already requested)

UE - Foundation - Apr 9, 2025

When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...

Dynamic Mesh component collision detection isn't treated like a volume

UE - Simulation - Physics - Solver - Jul 7, 2022

Tested in //UE5/Main CL#20966071 with the same results. Dynamic Mesh component collision detection isn't treated like a volume. End Overlap fires when the character stops Overlapping the side of th ...

K2Node_CallParentFunction has incorrect tooltip when duplicating a BP

UE - Gameplay - Blueprint - Apr 23, 2020

The code executes correctly at runtime, but the tooltip is incorrect. There is logic applied in CallFunctionHandler.cpp that handles the runtime execution, but that logic is missing the the tooltip. ...

Spawning Instanced Meshes with Multiple Collisions Produces Error Log Spam

UE - Gameplay - Jun 24, 2015

Constructing instanced meshes with multiple collision components spams the output logs with error messages. ...

SetConstraintBindingID of ConstraintSection on Sequencer cannot be set from Blueprint

UE - Anim - Sequencer - Jan 28, 2021

The SetConstraintBindingID of the ConstraintSection on the Sequencer is the BlueprintPure function. The licensee is trying to parent and child objects on the Sequencer using sequencer scripting, and ...