Crash when renaming assets from the Persona asset browser

Tools - Mar 3, 2015

Crash when renaming assets from the Persona asset browser [Link Removed] [Link Removed] LOG IS ATTACHED ...

Blueprint fails to compile when broken struct pin of Get Class Defaults is used

UE - Gameplay - Blueprint - May 8, 2017

When the Get Class Defaults node contains a struct pin, breaking the struct causes the resulting pin to read "StructName_StructVarName". This causes the blueprint to fail to compile if the pin is u ...

Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty

UE - Gameplay - Oct 11, 2018

Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty and prompt it to be saved. This was reproduced and tested in 4.19.2 (CL-4033788), 4.20.3 (CL-4369336), 4.21 (CL-44358 ...

Root component transform is reset after reparenting an Actor-based BP with a non-native root to a parent with a native root.

UE - Gameplay - Blueprint - May 10, 2022

Two conditions for this bug to appear:The new actor class we are re-parenting to overwrites the root component in C++The map is not loaded while re-parenting No current workaround other than to rep ...

Actor attached to child actor fails to serialize as part of map

UE - Framework - Components - Nov 3, 2023

Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...

Lumen indirect lighting artifacts when far from world origin

UE - Graphics Features - Lumen - Feb 6, 2024

Lumen seems to not be using Large World Coordinates somewhere. The Lumen Scene develops artifacts at large distances (5000 KM) from the world origin. ...

Debug Lines can be seen through objects at certain camera angles.

UE - Graphics Features - Apr 28, 2022

Debug Lines can be seen through objects that occlude them at certain camera angles. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did not occur there, it is a regre ...

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false

UE - Gameplay - Apr 30, 2015

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...

Changing the scale of a single HISM instance greatly affects the LOD selection of all instances

UE - Rendering Architecture - Sep 22, 2025

When using ISMs and HISMs, each instance can have its own transform, which can affect the LOD selection of one or more instances. For HISMs in particular, changing the scale of a single instance gre ...

Dithered LOD transitions do not work when the camera's field of view changes

UE - Graphics Features - Jun 12, 2025

Dithered LOD transitions do not work when changing the camera's field of view and cause artifacts when both the FOV and camera distance to the object are changed simultaneously. ...