Frustum culling provides inconsistent results causing particles to render even when the bounds are out of view.

UE - Niagara - Rendering - Nov 5, 2024

When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...

Data loss with subobjects in Blueprint arrays

UE - Framework - Blueprint - Mar 6, 2025

If a file has been opened in the editor, it cannot then be unshelved by perforce until the editor is restarted

UE - Editor - Workflow Systems - Jul 8, 2022

When the Editor launches it does not have a file lock on assets that are not open. When the asset is opened for editing, UE gets a lock on the file and this lock persists even after the tab is close ...

IsLocalController returning incorrect value when PIE listen server travels back to standalone map

UE - Networking - Jun 11, 2025

In this situation where the listen server travels back to a level without listening, IsLocalController can return the incorrect value. After the NetDriver has been shutdown and destroyed, the pawn a ...

StateTree : Crash when executing GetPropertyRef in SubTree linked via Linked Asset

UE - AI - StateTree - Aug 26, 2025

A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...

Undoing keyframe addition in Sequencer unselects actors in the Outliner

UE - Anim - Sequencer - Sep 8, 2025

When a keyframe is added to a track in the Sequencer, undoing the operation correctly removes the keyframe, but it also unselects the actor. This becomes especially inconvenient when multiple actors ...

Mutable references MetaHumans heads directly, but DNA Assets are private

UE - Anim - Mutable - Sep 18, 2025

When we switched our project to 5.6.1 This error appeared on build. The compilation of the Mutable assets in the editor is not reporting any issue. ...

AnimBP warning word order mistake in Japanese

UE - Editor - UI Systems - Localization - Mar 24, 2016

The warning ""variable name" に "BluePrint" という名前の変数はありません" in the output log within the AnimBP while the editor is in the Japanese language mode has an incorrect word order. "Blueprint"Blueprint sho ...

"Set Animation Mode" creates multiple instances of the AnimBP

UE - Gameplay - Blueprint Editor - May 12, 2015

Changing the Animation Mode repeatedly creates a new instance of the AnimBP being used every time you switch back to the Animation Blueprint mode. Example Project: [Link Removed] ...

Opening a Sprite that is already opened in Property Matrix closes the Property Matrix tab

Tools - Dec 22, 2014

Opening a Sprite that is already opened in Property Matrix closes the Property Matrix tab. This is inconsistent with other asset types; tested with Textures, Materials, and Blueprints, and in each c ...