Editor will crash on attempt to load a previously-saved Blueprint asset with a serialized default subobject containing a serialized static array of two or more nested subobject instances.

A crash will result if a Blueprint class that's based on a native C++ class containing two or more nested, explicitly-instanced subobjects referenced by a fixed-size object array property are serial ...

Find Sessions Consistently Returning Results Length of 0

UE - Networking - Feb 24, 2017

It appears that as of 4.15, there is an issue with creating/joining sessions. The attached test project worked fine previously in 4.14, but now is unable to join sessions. The user has stated: Th ...

Fix log spam when using a vive wireless adpater

UE - Platform - XR - Dec 19, 2018

We need to handle TrackedDeviceClass_DisplayRedirect as a valid device in SteamVRController.cpp ...

Fix function forwarding in demo drivers in instant replays

UE - Networking - Jul 13, 2020

Demo drivers that are actively playing back a replay while still connected to another server as a client (via game net driver) will generate warnings due to the function forwarding code (UNetDriver: ...

Multi-process cooking does not complete in UE5.3.0

UE - Core - Data Pipeline - Cooker - Sep 26, 2023

Projects with multi-process cooking enabled will not complete packaging. If MPCook is disabled, packaging can be completed.  ...

CopyTask in BuildGraph never throws an exception if the copy fails

Tech - BuildOps - Tools - Feb 28, 2023

CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...

Instanced Static Mesh components update incorrectly in Standalone and Packaged game

UE - Gameplay - Aug 11, 2017

Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...

Assertion failed on reimporting FBX scene

zComponent - Archive - Aug 7, 2024

Following code works as a work around : void SFbxSceneStaticMeshReimportListView::OnChangedOverrideOptions(TSharedPtr<FString> ItemSelected, ESelectInfo::Type SelectInfo) { #if 0 check(ItemSele ...

Children of editor-only actors do not maintain correct transforms when placed inside level instances for PIE and cooked builds

UE - Engine Scaling - Streaming - Level Instances - Oct 20, 2025

We have found an issue where children of editor-only actors get wrong transforms in PIE and cooked builds when placed inside level instances. This affects both engine version 5.5 and 5.6. The issue ...

Duplicate slots being created in Anim Slot Manager

OLD - Anim - Dec 11, 2015

Duplicate slots are being created automatically under the Default Group in the AnimSlotManager. This is causing some problems because it replaces the originally created slot with the duplicate in t ...