Color picker widget auto-closes unnecessarily

UE - Editor - Aug 3, 2026

A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change e ...

Bone names of ~100 characters or longer crash the editor when baking to control rig

UE - ACT Character - Control Rig - May 15, 2025

This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...

Ensure triggered by level blueprint when Play as Listen Server is set

UE - Gameplay - Blueprint - Jul 14, 2015

When Editor Multiplayer Mode is set to Play As Listen Server the editor will trigger a breakpoint on exiting PIE if any event is ran though the level blueprint ...

Custom Blend Graph cleared after switching Blend Logic

OLD - Anim - Apr 15, 2015

User is not happy that the Custom Blend Logic Graph is cleared out if you accidentally switch the Blend Logic back to Standard ...

Implementing an interface in a blueprint does not show interface functions until interface is opened and compiled

UE - Gameplay - Blueprint - Aug 3, 2015

If an interface is implemented within a blueprint, the initial function in the blueprint interface cannot be called in the actor. The function will be populated after compiling the blueprint interfa ...

Foliage does not spawn on Hierarchical Instanced Static Mesh Components

UE - World Creation - Worldbuilding Tools - Foliage - Jul 3, 2015

Foliage does not spawn on Hierarchical Instanced Static Mesh Components ...

Landscape Physical Material always registers default

UE - Simulation - Physics - Mar 7, 2015

Physical materials on landscapes always return DefaultPhysicalMaterial, even when the surface type is changed. ...

Having more than one Show or Hide Toggle in Matinee Visibility Track causes a compile error in Level Blueprint

UE - Gameplay - Blueprint - Jan 5, 2015

Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...

Navigation does not work in sub-levels

UE - AI - Jan 28, 2015

Navigation does not work in sub-levels. If the Nav Mesh Bounds Volume in a sub level is not touching a Nav Mesh Bounds Volume in the Persistent Level, it will not appear or function during Play. It ...