UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation

UE - Editor - Content Pipeline - May 1, 2025

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...

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

UE - Runtime - Deformable - 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 ...

Fields with Maximum resolution are not affecting all leaves of a Geometry Collection

UE - Runtime - Deformable - Apr 25, 2025

Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...

Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering

UE - Runtime - Deformable - May 10, 2025

Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...

Keyboard Shortcuts don't work on the Outliner Window if it is detached from the Main Window

UE - Editor - May 27, 2025

Keyboard Shortcuts don't work on the Outliner Window if it is detached from the Main Window. As described in Steps To Reproduce, as soon as the Outliner Window is detached from the Main Window, most ...

World Source in Take Recorder does not record auto-tracked actors properly

zComponent - Archive - May 23, 2025

The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...

Niagara Scalability Crash When Processing Significance

UE - Niagara - Jun 4, 2025

Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...

Crash when using CastChecked<>(nullptr, ECastCheckedType::NullAllowed) in configurations where checks are disabled

UE - Core - Systems - Jun 19, 2025

When using CastChecked<>(), the second parameter can be passed as ECastCheckedType::NullAllowed to make the check succeed when the input is nullptr. However, in UE 5.5 up to the latest engine versio ...

Drag-and-drop any cooked Blueprint class asset into the level viewport crashes the editor

UE - Framework - Blueprint - Jul 14, 2025

Dragging any cooked Actor-based Blueprint class asset into the level editor viewport will crash the editor when it has been configured to work with cooked assets. This is a regression that started ...

The CTRL+S shortcut does not save an opened Sequence it the Sequencer Window is undocked

zComponent - Archive - Jul 29, 2025

The CTRL+S shortcut does not save an opened Sequence it the Sequencer Window is undocked. Docking the Sequencer Window to the main window fixes the issue. I've reproduced the behavior on UE versions ...