Pressing Cancel after ColorPicking a Sequencer's tracked Color will not reverted the color to the previous value

zComponent - Archive - Jun 22, 2025

Pressing Cancel after ColorPicking a Sequencer's tracked Color will not reverted the color to the previous value. There's a bug when ColorPicking a color that is being tracked in Sequencer - pressin ...

The CTRL+S shortcut does not save an opened Sequence it the Sequencer Window is undocked

zComponent - Archive - Jul 29, 2025

The CTRL+S shortcut does not save an opened Sequence it the Sequencer Window is undocked. Docking the Sequencer Window to the main window fixes the issue. I've reproduced the behavior on UE versions ...

Copy-pasting an actor property that is a set of strings adds extra quotes and escapes

UE - Editor - Aug 24, 2025

Copy-pasting an actor property that is a set of strings adds extra quotes and escapes. The licensee has reported: The problem doesn't happen for example for properties of types set of integers, nor ...

StableSpringsSystem has lots of warnings

UE - Runtime - Deformable - Apr 6, 2026

System successfully compiled with 16 warnings. /Engine/Generated/NiagaraEmitterInstance.ush:2732:250: note: variable 'OutMaterialMultiplier' is declared here void SolveDistanceSpringMaterial_Emitter ...

When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if fails FSequencerTrackFilter_Keyed::PassesFilter)

zComponent - Archive - Jun 25, 2025

When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if ...

Crash when compiling Blueprint Function containing a connected Set Variable node for a local variable named after a replicated Actor property

UE - Framework - Blueprint - Nov 5, 2025

Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...

Distributed HLOD builds always fail for projects not under the Engine Root

UE - World Creation - Worldbuilding Tools - HLOD - Dec 4, 2024

In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...

Geometry Collections built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors

UE - Runtime - Deformable - Nov 17, 2025

Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...

"Too many texture coordinate sets" warnings in KiteDemo

UE - Graphics Features - Jan 17, 2017

Full set of warnings:LogShaderCompilers:Warning: Failed to compile Material /Game/KiteDemo/Environments/Trees/HillTree_02/HillTree_01_Leaves_Mat.HillTree_01_Leaves_Mat for platform PCD3D_SM5, Defaul ...

Widget components and widgets in screen space are not the same color

UE - Editor - UI Systems - Jun 27, 2016

Widget components appear to be affected by lighting. This causes differences in color between widget components and widgets that have been added to the viewport. ...