Incorrect collision of merged actor that was merged from a Spline Mesh Component

UE - Simulation - Physics - Apr 10, 2017

Incorrect collision of merged actor that was merged from a Spline Mesh Component Licensee description: We often use spline mesh blueprints to generate organic art for us, like roots, trees, and r ...

Deleting animation key values of ParagonKhaimera's 1D BlendSpace while the animation is previewing in Animation Editor will result in Engine crash

OLD - Anim - Jan 30, 2019

Deleting ParagonKhaimera BlendSpace 1D key values while the animation is previewing in Animation Editor will result in Engine crash. ...

Broken assignation of materials when merging meshes

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jul 18, 2019

See the following UDN for a good visual explanation of the bug: https://udn.unrealengine.com/questions/512811/view.html Seems like this was introduced around CL 5639656. ...

Playing as a Pawn that is a Duplicate of a Blueprint Class doesn't create an Attribute Set

UE - Gameplay - Oct 1, 2019

Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...

Crash when creating a static mesh from a Procedural Mesh Component that has been used with a Create Mesh Section node

UE - LD & Modeling - Modeling Tools - Mesh Editing - May 5, 2021

When creating a static mesh from a Procedural Mesh Component that has been used by a Create Mesh Section node, the editor crashes. The editor doesn't crash when selecting the Create Static Mesh butt ...

Level instance in unloaded data layer stays loaded.

UE - World Creation - Worldbuilding Tools - Level Instances - Sep 19, 2022

[Audio Gameplay Volumes][Google Resonance] - Resonance Plugin Reverb Settings do not work on AGVs

Audio-Gameplay-Engineering - Oct 18, 2022

Resonance Reverb Effects are not working on Audio Gameplay Volumes. They are working on legacy Audio Volumes.  ...

Mover standalone backend allows non-persistent sync structs to carry over between frames

UE - Gameplay - Player Movement - Mover - Jul 16, 2025

Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...

Switching to SM4 with LPVs active crashes Editor

UE - Graphics Features - Jun 18, 2015

Switching to SM4 when you have LPVs active in a project will crash a project. Also reproduced in Main Promotable-CL-2589716 and 4.8.0 Launcher [Link Removed] ...