Make literal container nodes (e.g. MakeArray) do not cast object ref output terms linked to interface-typed input pins.

UE - Framework - Blueprint - Jan 28, 2023

As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...

Graphical Artifacts in Editor with Macs using Certain AMD Graphics Cards

UE - Graphics Features - Sep 17, 2015

Users are reporting black and splotchy like graphical issues in their projects when working on a Mac and using an AMD graphics card. The user in the link provided mentions, "that UE 4.8.3 is withou ...

Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering - Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

GAS: AbilitySystem.DebugAttribute crashes client when server added runtime constructed GEs

UE - Gameplay - Gameplay Ability System - Aug 8, 2023

In a networked PIE session, when the server has applied a programmatically constructed GameplayEffect that has duration policy = Infinite or HasDuration, this results in a client crash when the clie ...

Enabling Override Instance Data to a LevelSequencerActor that has a Shot Track can lead to crashing the engine

UE - Anim - Sequencer - Mar 17, 2025

Enabling Override Instance Data to a LevelSequencerActor that has a Shot Track can lead to an Actor being translated really far, or even a crash in the engine. The licensee has encountered a particu ...

UMG: RetainerBox with zero-size child returns incorrect LayerId on OnPaint()

UE - Editor - UI Systems - Nov 4, 2025

When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...

Instanced Actors: PCG on RuntimeGrid "None" assigns created IAManagers RuntimeGrid "MainGrid", causing cross-grid reference

UE - World Creation - Procedural Tools - PCG Graph - May 30, 2026

Context PCG can be used to spawn Instanced Actors via the PCG IA Interop plugin, that makes Spawned Instanced Actors available as node. When a PCGActor placed in the level runs a PCG graph that spa ...

Client crashes after second seamless travel when a blueprint manually placed in the world spawns a replicated actor

UE - Networking - Sep 19, 2019

When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...

Material expression If node has been broken, major regression that shipped in 4.6

UE - Graphics Features - Dec 9, 2014

This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...

[CrashReport] UE4Editor_Renderer!FBatchingSPDI::DrawMesh() [primitivesceneinfo.cpp:47]

UE - Graphics Features - Jan 3, 2017

Error message: Assertion failed: Mesh.VertexFactory->IsInitialized() [Link Removed] [Line: 45] Source Context: 32 // Keep a reference to the hit proxy from the FPrimitiveSceneInfo, to ensu ...