Editor-only blueprints like WidgetBlueprint are not added to cooked asset registry class hierarchy

UE - Core - Systems - Aug 10, 2022

Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...

New Viewport Resolution setting increases every time a new PIE window is launched

UE - AI Workflows - UI Systems - Slate - Sep 2, 2022

When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...

NiagaraEditor timeline folders are not saved correctly

UE - Rendering - Architecture - Niagara - Feb 8, 2023

It works correctly in 5.0.3. ...

Multi-process cooking does not complete in UE5.3.0

UE - Core - Data Pipeline - Cooker - Sep 26, 2023

Projects with multi-process cooking enabled will not complete packaging. If MPCook is disabled, packaging can be completed.  ...

iOS Quick Launch from the Editor no longer starts the app on device

UE - Platform - Apple - Feb 28, 2024

For some reason, iOS apps no longer launch on device when using QuickLaunch within the Editor.  Instead, it does install the app onto the device, but when it attempts to then launch the app, a messa ...

nDisplay Regression: Public header DisplayClusterViewport_OverscanSettings.h now includes internal header Math/MarginSet.h, breaking clients' code

zComponent - Archive - Sep 29, 2025

On the nDisplay plugin code, CL 44773085 from August 12 introduced a new struct template TMarginSet and changed struct FDisplayClusterViewport_OverscanSettings to use it. However, the latter is defi ...

Iris - BeginPlay not called on client for statically placed, low-priority replicated actor

UE - Networking - Iris - Dec 11, 2025

On the client, NotifyBeginPlay is triggered via AGameStateBase::OnRep_ReplicatedHasBegunPlay. However, if a replicated actor is waiting on its initial replicated state to be received and applied (bA ...

Reroute nodes do not work for Pose connections in Anim Graph

UE - Gameplay - Blueprint - Mar 5, 2015

Reroute nodes do not work for Pose connections in Anim Graph It appears to work until you recompile [Image Removed] ...