Access Violation crash deleting a Widget Blueprint with an unsaved Animation track - FSequencer::Tick()

UE - Anim - Sequencer - Jun 19, 2017

Encountered an Access Violation crash while deleting an Widget Blueprint with an unsaved Animation Track. The callstack references FSequencer::Tick(). I was not able to reproduce this issue in UE4/ ...

Hierarchy filtering does not work in world composition

UE - World Creation - Worldbuilding Tools - World Composition - Apr 18, 2018

Report with proposed fixhttps://udn.unrealengine.com/questions/428300/world-composition-hierarchy-filtering.html ...

Landscape visualizers don't work on nanite landscape

UE - Graphics Tools - Terrain - Nov 24, 2025

Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...

Overridden custom functions have inputs locked when parent actor is altered

UE - Gameplay - Blueprint - Sep 14, 2016

Overridden custom functions have inputs locked when parent actor is set to different blueprint type. Regression (no) issue (does) occur in 4.12.5 ...

Second controller input doesn't work in fullscreen mode on PIE.

UE - AI Workflows - UI Systems - Jun 29, 2020

When two controllers connected, player2 input is disabled in full screen mode in PIE. This doesn't appear to be in focus. If seeing the any focusing widget, player1 focused on SViewport, but player ...

Absolute World Position post process no longer works in mobile preview

UE - Platform - Mobile - Sep 2, 2020

User reports this work correctly in 4.24, but now no longer works as expected in 4.25.I don't have a clear CL just yet, marking unconfirmed. If you change the settings to use ES3.1 Preview and just ...

Distance Field Ambient Occlusion artifacts when using dynamic resolution

UE - Rendering - Graphics Features - Mar 12, 2026

Distance Field Ambient Occlusion produces artifacts when using Dynamic Resolution at lower framerates. ...

Child actors cannot be recognized as children of parent actor within parent blueprint

UE - Gameplay - Blueprint - Jul 16, 2015

Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...

Previewing Nav Mesh in DX12 Mode causes Editor to Crash

UE - Graphics Features - Mar 7, 2016

In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash. ...

Collision Not Working on Dynamically Spawned Objects While Using 'Cook Blueprint Component Data for Faster Instancing at Runtime'

UE - Gameplay - Blueprint - Dec 13, 2016

Dynamically spawned objects' collision does not seem to be working in a packaged game when the Cook Blueprint Component Data for Faster Instancing at Runtime option is enabled. Found in 4.14.1. Un ...