[CrashReport] UE4Editor_CoreUObject!PackageReloadInternal::LoadReplacementPackage() [packagereload.cpp:274]

Tools - Aug 17, 2018

No user comments in crash group 262 UPackage* LoadReplacementPackage(UPackage* InExistingPackage, const uint32 InLoadFlags) 263 { 264 if (!InExistingPackage) 265 ...

Overriding a Custom function(From Parent) with no return output in a Child Blueprint results in custom function appearing in event graph of child blueprint.

UE - Gameplay - May 30, 2019

Overriding a Custom Function from a Parent Blueprint with no return output in a Child Blueprint results in custom function appearing in event graph of child Blueprint. ...

Crash when confirming a directory to import a USD file to via the USD Stage window

UE - Editor - Content Pipeline - Import and Export - Nov 21, 2019

Crash when confirming a directory to import a USD file to via the USD Stage window The repro does not seem to be 100% consistent and it can take a few attempts to hit the crash. The USD Stage wind ...

Audio from iOS is muted after having responds from siri.

UE - Platform - Mobile - Sep 10, 2020

User cannot hear sound after siri's respond when playing the app. When user go home screen then back to the app, then the user can hear the sound. This is related to [Link Removed] but this tick ...

Copying a BP function with split pins creates all individual params of the struct, instead of making the parent struct

UE - Framework - Blueprint Editor - Oct 3, 2021

This occurs in UE5/EA and in Release-5.0 ...

Light components do not appear in the details panel when copy-pasted from a level to a blueprint's component hierarchy

As per the steps to reproduce, copy-pasting light actors from a world outliner into a blueprint's component hierarchy in the blueprint editor will result in the expected light component not to show ...

GI not coming in with lighting build data when lighting built outside of main scene

UE - Graphics Features - Mar 27, 2024

Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...

PCG: Unable to use Attribute property overrides to target nested struct properties, such as BodyInstance.CollisionProfileName due to how it's validated in PCGMeshSelectorByAttribute.cpp

UE - World Creation - Procedural Tools - PCG Workflow - Jun 17, 2025

Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...

Keyboard shortcut for Snap to 2D Layer functions when Layer Snapping is disabled

UE - Gameplay - Paper2D - Jul 8, 2015

Using the Ctrl+Spacebar shortcut will snap an actor to a 2D layer even if Layer Snapping is disabled in the project settings ...

Step/Stop/Resume buttons change positions on blueprint editor window when stepping through blueprints

UE - Gameplay - Blueprint - Sep 23, 2015

While stepping through blueprints utilizing breakpoints, the step/stop/resume buttons often change places slightly depending upon which nodes are being stepped through. This can be problematic while ...