[CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::Identical() [propertybaseobject.cpp:60]

UE - Foundation - Cpp Tools - Hot Reload - Nov 17, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...

User-defined InstancedStaticMeshComponent subclass misbehave in SCS Editor

UE - Framework - Blueprint Editor - Oct 13, 2025

Context Users can create InstancedStaticMeshComponent (ISMC) (blueprint) subclasses. Any ISMC class can be added to an actor blueprint. When a mesh is selected and transforms are added to the Insta ...

Crash when a subsystem calls GetSubsystemArray() on its owner while engine code is iterating on subsystems also obtained through GetSubsystemArray()

UE - Gameplay - Aug 6, 2024

In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...

Sequencer : Attaching a Possessable to multiple Spawnables across multiple cuts causes incorrect location restoration

UE - Anim - Sequencer - Nov 12, 2021

Regression No, according to affects versions 4.27 and 4.27.1 The restore process proceeds in the following order : 1. Remove spawnable actor in first cut (no effect because the actor is already r ...

"FVector contains NaN" on packaged builds for Debug configuration

UE - Graphics Features - Lumen - May 6, 2022

Customer Provided Description:This was experienced in UE 5.01 - custom installed engine (No changes to UE code, simply added the Debug build configuration, see the following command): "c:%ue_dire ...

GAS: GameplayCueNotify OnActive executed twice for Duration GEs on Standalone+ListenServer

UE - Gameplay - Gameplay Ability System - Aug 2, 2023

When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...

Actors disappearing after saving a large number of modifications to world partition maps

UE - Editor - Nov 4, 2022

From Licensee: "We've encountered a world partition bug where newly created actors go missing in the viewport and Outliner after saving modifications to a large number of actors. This bug is partic ...

Half precision is not supported for OpenGL ES 3.1 Pixel Shaders

UE - Platform - Mobile - Apr 6, 2018

Fix the cross compiler so half precision is supportedAdd a project setting to specify the default precision to support on ES31. Be sure the shader version takes this setting into account. — User des ...

Add support for motion data on SteamDeck (Steam Controller plugin)

UE - Gameplay - Input - Mar 7, 2025

We have a UDN user with a proposed change: https://udn.unrealengine.com/s/question/0D5QP00000yo70w0AA/add-support-for-gyro-motion-data-to-steam-controller-plugin?fromCase=1 Hi, we were adding gyr ...

LevelStreamingPersistence: BP added components don't persist properties in PIE until map actor resave

UE - World Creation - Worldbuilding Tools - Mar 6, 2026

Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...