Calling a parents function that is used in a child blueprint from a spawn actor from class node that is being called back in the parent will cause an error

UE - Gameplay - Blueprint - May 14, 2015

If the user calls a function (We will call it "Parent's Function") from a child blueprint and then turns around and tries to call that implementation of the Parent's Function with in the parent it's ...

Custom depth gets cleared for each eye in VR

UE - Platform - XR - Dec 19, 2020

From licensee: "Expected behavior (as seen in UE 4.25...also confirmed in 4.24):"[Image Removed] "Actual behavior in UE 4.26:"[Image Removed] Report from a licensee: In VR when using custom dep ...

MaterialExpressionLandscapeLayerBlend with material attributes as inputs, the output material attributes have wrong sizes

UE - Rendering - Architecture - Materials - Mar 14, 2022

From the UDN ticket: When using MaterialExpressionLandscapeLayerBlend with material attributes as inputs, the output material attributes have wrong sizes: ie output Normal attribute cannot be conve ...

Native variable references like GameplayAttribute cannot be searched by "Find in Blueprints" or "Asset Search"

UE - Framework - Blueprint Editor - Jan 4, 2023

"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...

Sub-world partitions do not properly handle partial editor loading as world partition standalone level instances' spatially loaded actors do not get loaded even when the Level Instance is force loaded or loaded in by region.

UE - World Creation - Worldbuilding Tools - World Partition - Aug 19, 2025

Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...

Crash When Material is Set to Deferred Decal with Emissive Decal Blend Mode and Forward Shading Enabled

UE - Graphics Features - Jan 25, 2019

When Forward Shading is enabled, if you create a material with their properties setup with the following:   Material Domain: Deferred Decal - Blend Mode: Translucent - Decal Blend Mode: Emissive T ...

[CrashReport] UE4Editor_Foliage!AInstancedFoliageActor::GetAllInstancesFoliageType() [instancedfoliage.cpp:2244]

UE - World Creation - Worldbuilding Tools - Foliage - Dec 1, 2017

This is a common crash in the 4.18 release. User DescriptionsTried moving foliage to another sub-level. It wanted to move the foliage asset for some reason (I tried the same location - which was de ...

Crash Occurs When Mesh is Reimported Multiple Times in the Mesh Editor

UE - World Creation - Worldbuilding Tools - Foliage - Jan 24, 2018

Engine crashes when asset has been reimported multiple times through the mesh editor -Editor crashes in Main when reimporting -Editor crashes in 4.17 when changing the Import Transforms ...

Enabling "Include app-local prerequisites" does not work - Causes errors or warnings

UE - Foundation - Core - Jan 25, 2018

Enabling the "Include app-local prerequisites" causes errors or warnings to appear when packaging. 4.17 error:Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exce ...

Resavepackages commandlet strips level package thumbnails

UE - Editor - May 12, 2026

When loading thumbnails in FLinkerLoad::SerializeThumbnails, the level asset has two thumbnails. The first one has a size of 0, which causes the loading process to abort early. Since the actual thum ...