Crash when using CastChecked<>(nullptr, ECastCheckedType::NullAllowed) in configurations where checks are disabled

UE - CoreTech - Jun 19, 2025

When using CastChecked<>(), the second parameter can be passed as ECastCheckedType::NullAllowed to make the check succeed when the input is nullptr. However, in UE 5.5 up to the latest engine versio ...

Allow custom code and related blueprints to be migrated from one project to another.

UE - Gameplay - Blueprint - Mar 22, 2016

Currently, after migrating a blueprint that is based on a code class to a new project, the blueprint breaks due to unknown parent ([Link Removed]) Migrating & copy/pasting the code along with the b ...

Adding a variable named "Class" causes Get Class Defaults node to appear to select input pin when dragging off output pin

UE - Gameplay - Blueprint - Apr 13, 2016

If a class variable is given the name "Class", creating a Get Class Defaults node and setting Screenshot provided by user in AH post ...

Particle System check for IsActive in Blueprints does not reset

UE - Graphics Features - Jan 4, 2016

When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...

Screen Probes and Specular Firefly Flickering near screen edges

UE - Graphics Features - Lumen - Aug 6, 2024

Lumen's rough specular indirect lighting buffer can have fireflies along the bottom and right edges of the screen. Also tested in //UE5/Main, CL: 35177423 ...

Opening Floating Editor Window Locks Camera to Upward Position

Tools - Jan 19, 2016

Using the shortcut "Ctrl + E" to open the static mesh editor in it's own floating window results in the camera locking in the upward position in the Main Viewport (*not* the viewport of the Static M ...

[Audio Capture] - Editor crashes when activating an Audio Capture component when there are no active input or output devices avilable

UE - Audio - Aug 12, 2022

If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...

Unexpected vertex normal orientation when manipulating some morph targets

OLD - Anim - Jul 19, 2016

Unexpected vertex normal orientation when manipulating some morph targets. This may be related to [Link Removed], but felt different enough to enter on it's own. ...

Generation of sub-level LOD doesn't work when forward rendering is used

UE - World Creation - Worldbuilding Tools - World Composition - Mar 9, 2020

When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...

Enum to string conversion has different results in PIE vs Cooked builds

UE - Gameplay - Blueprint Runtime - Aug 17, 2021

This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...