Null access to Unpossessed controller with seamless travel

UE - Gameplay - Mar 9, 2019

The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...

'Platform Stats' incorrectly display the number of Texture Calls for a material

UE - Rendering Architecture - Materials - Jul 29, 2024

When the DBuffer is disabled in the project settings, the Material Editor Stat page will still display the estimated texture lookups for the DBuffer. It appears that the code that adds these estimat ...

Datasmith Export Bug with Camera Target

UE - Editor - Content Pipeline - Datasmith - Exporters - Mar 7, 2025

Potential bug was encountered when exporting vray cameras and their targets that have been path-constraint to corresponding splines. The resulting export file shows no camera targets; hence, missing ...

Changing between multiple Streams that are contained within an array does not work

UE - Gameplay - Blueprint - Mar 20, 2015

Changing between multiple Streams that are contained within an array does not work. ...

Character Hands Disconnected from Weapons in Shooter Game

Docs - Samples - Sep 27, 2016

The characters in ShooterGame share a bug where their left hands are offset from the weapons they hold, while their right hands are fine. ...

Bad references for Lighting Scenarios when moving Levels and Map Build Data Registry to different Folder

Tools - Feb 2, 2017

When moving Lighting Scenario Levels and their associated Map Build Data Registry to a new folder within the Content Browser, the references within the Levels tab are updated as [MapName_BuiltData]. ...

FBX files with multiple Meshes with only 1 unwrap per mesh will have invalid Light Map coordinates assigned

Tools - Jun 8, 2014

An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...

Crash when using CastChecked<>(nullptr, ECastCheckedType::NullAllowed) in configurations where checks are disabled

UE - CoreTech - Jun 19, 2025

When using CastChecked<>(), the second parameter can be passed as ECastCheckedType::NullAllowed to make the check succeed when the input is nullptr. However, in UE 5.5 up to the latest engine versio ...

Allow custom code and related blueprints to be migrated from one project to another.

UE - Gameplay - Blueprint - Mar 22, 2016

Currently, after migrating a blueprint that is based on a code class to a new project, the blueprint breaks due to unknown parent ([Link Removed]) Migrating & copy/pasting the code along with the b ...

Adding a variable named "Class" causes Get Class Defaults node to appear to select input pin when dragging off output pin

UE - Gameplay - Blueprint - Apr 13, 2016

If a class variable is given the name "Class", creating a Get Class Defaults node and setting Screenshot provided by user in AH post ...