AbilityTask_PlayMontage will 'zombie' if Interrupted during BlendOut

UE - Gameplay - Gameplay Ability System - Apr 14, 2023

User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions

UE - Simulation - Physics - Destruction - Dec 6, 2024

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...

A partially broken Geometry Collection ends up with garbage CollisionGroup data that can lead to strange behaviors

UE - Simulation - Physics - Destruction - Apr 27, 2025

A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...

[CrashReport] AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()

UE - Graphics Features - Nov 2, 2017

This is a trending Mac/Metal crash coming out of 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.30-21.59.52:157][767]LogSlate: T ...

AI Pawn Sensing component cannot see and hear at the same time

UE - AI - Mar 12, 2015

Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...

Set Texture Object on Niagara Components no longer works for render targets.

UE - Niagara - Oct 27, 2021

When adding support for cube texture ([Link Removed]) there was no check added for render targets, making them invalid for Set Texture Object, when they were previously supported. ...

Editor crash when adding mesh renderer elements in Niagara

UE - Niagara - Jul 8, 2025

When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...

Forward Rendering with Metal is stretched on iOS

UE - Platform - Mobile - Aug 19, 2015

When you turn off 'Supports Open GLES2' from the iOS settings and package a game with 'Support Forward Rendering with Metal (A7 and up devices)' the textures/materials are stretched across the objec ...

Clear Timer node does not stop a looping timer

UE - Gameplay - Feb 16, 2015

Setting a Clear Timer node does not stop the named function from firing. ...