Sequencer: Camera blends restore to incorrect view target after Keep State

zComponent - Archive - Jan 20, 2026

When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...

Crash when switching from Lumen visualization to raytracing visualization

UE - Rendering - Features - Mar 27, 2026

When switching from Lumen visualization to raytracing visualization via the console, the editor can crash to desktop. The crash appears to happen deep within the driver libraries, and does not trig ...

Editor crash when deleting a outline folder with subfolders and using context menu

UE - Editor - Verse Class Editor - Oct 3, 2023

A user has reported that when using the Scene Outliner in a large map that has many actors and nested folders in the Outliner, deleting a folder that has subfolders from the Scene Outliner with Dele ...

Replication default setting of child blueprint resets if parent is compiled

UE - Gameplay - Blueprint - Jul 20, 2015

The setting for Replication on a Blueprint variable resets to None of the Blueprint's parent BP is compiled. ...

Changing UPROPERTY() settings causes detail components to vanish in editor

Tools - Mar 11, 2015

When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform. ...

Interface cannot be re-implemented after removal from blueprint

UE - Gameplay - Blueprint - Sep 1, 2015

If an interface is removed from a blueprint and an interface function is transferred to a local function, the interface cannot be re-implemented in the blueprint. ...

nonstandard bsp additive brushes cause breaking/artifacting on other bsp brushes when colliding

UE - LD & Modeling - Modeling Tools - BSP - May 14, 2015

if a nonstandard additive bsp brush collides with a standard additive bsp brush, the surfaces of the bsps break and artifact, causing numerous holes in the brushes. ...

UMG widgets aren't cleared when levels are swapped via 'open LevelName'.

UE - Editor - UI Systems - Oct 30, 2014

If a level has UMG widgets, swapping to other levels (including the level you're already on) doesn't clear away the UMG widgets. ...

Construction Script fires multiple times when the Const Script is compiled

UE - Gameplay - Blueprint - Apr 30, 2015

Construction Script fires multiple times when the Const Script is compiled. If the character is moved on the grid in the level, it will only fire once. It only seems to be an issue on bp compile. ...

Issues with Convert Selected Actor to Blueprint Class (previously Replace with Composited Blueprint)

UE - Gameplay - Blueprint - May 14, 2015

A licensee on UDN brought up some issues with "Convert Selected Components to Blueprint Class". After investigating a bit, it seems there's been some regression compared to what could be done with " ...