Delegation issue with copied instances of a Trigger BP that is based off of the StaticMeshActor

UE - Gameplay - Blueprint - May 13, 2015

Delegation issue with copied instances of a Trigger BP that is based off of the StaticMeshActor parent class. If bp Trigger A is placed into the level and then 2 copies are made (B & C), when C i ...

Animation Orientation does not Auto-Convert to UE4 Coordinates when Reimporting

OLD - Anim - Nov 23, 2015

Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...

Using 'Show Collision' in an execute console command node is crashing a packaged project.

UE - Graphics Features - Mar 30, 2015

When packaging a project for any platform, If you have 'Show Collision' in an Execute Console Command, you will see the project crash once it is packaged. Log files from the crash have been attach ...

Anim Time Ratio Doesn't Factor In Pin Sequence

OLD - Anim - Aug 12, 2015

In a transition rule, the time assessed in "Time Remaining Ratio" Node does not include/factor time from the Pin Sequence of the animation node. For instance, if the original animation is 20 frame ...

BulkData Async loading remains in memory

UE - Foundation - Core - Oct 26, 2016

Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...

Editor Crashes on Opening After Deriving C++ Class from Another Class

UE - Foundation - Cpp Tools - Hot Reload - Sep 13, 2017

After deriving a C++ class from another class and then closing the editor, the project will crash when reopened. This crash will continue until the project files are regenerated and the project is r ...

Editor reports crashes and terminates for exceptions that would otherwise be cleared by structured exception handlers

UE - Foundation - Core - CrashReportClient - Jun 8, 2020

In 4.25.1, I added a vectored exception handler to capture unhandled exceptions to the Editor process. This handler runs too soon. It doesn't let the structured exception handlers run first where ma ...

Stale VSM pages after HLOD transition

UE - Rendering - Graphics Features - Shadows - May 23, 2024

Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...

Resavepackages commandlet strips level package thumbnails

UE - Editor - May 12, 2026

When loading thumbnails in FLinkerLoad::SerializeThumbnails, the level asset has two thumbnails. The first one has a size of 0, which causes the loading process to abort early. Since the actual thum ...

"Scale for <ComponentName> has a component set to zero, which will result in a bad body instance" warning spam when moving actor instance even with Collision Profile overriden to "NoCollision"

UE - Runtime - Simulation - Jan 12, 2026

When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...