ULevelSequence trying to duplicate a REINST_ class when creating new custom binding in ConvertOldSpawnables()

UE - Framework - Blueprint Compiler - Jul 23, 2025

The assert that we're hitting is:Cannot replace existing object of a different class.  New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...

MAC: Drop Down Menus Continuously Flicker (In Certain Conditions)

UE - Editor - UI Systems - Slate - Nov 4, 2015

Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...

Set Game Paused returns incorrect value when the game is already paused

UE - Gameplay - Jan 12, 2017

Set Game Paused returns incorrect value when the game is already paused. According to the tooltip on the Return Value (reads: Whether the game was successfully set paused/unpaused) it is expected t ...

Generation of sub-level LOD doesn't work when forward rendering is used

UE - World Creation - Worldbuilding Tools - World Composition - Mar 9, 2020

When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...

Enum to string conversion has different results in PIE vs Cooked builds

UE - Gameplay - Blueprint Runtime - Aug 17, 2021

This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...

Inconsistent results when creating a Blueprint from a custom User Widget code class

UE - Editor - UI Systems - Jan 19, 2017

Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...

When changing the Visibility of a RetainerBox wrapped widget to “Not Hit-Testable(Self&AllChildren)”, the widget incorrectly accepts the hit test

UE - Editor - UI Systems - UMG - Jan 28, 2025

The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...

Assets Using the SpeedTree in a material will render static shadows in Reflection Captures

UE - Graphics Features - May 26, 2015

When using a SpeedTree asset in a scene with a Reflection Capture actor the baked static shadow from an asset will be captured, even though the asset will not due to using the SpeedTree node in the ...

Camera Shakes with Oscillation Blend Out Time do not play for their full duration in Sequencer

UE - Anim - Sequencer - Sep 20, 2019

Camera shake oscillations with blend out time do not play their full duration in sequencer.  ...

Morph target LOD over 0 not worrking with GPU skin

UE - Rendering Architecture - RHI - Dec 17, 2019

I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...