Drag and Drop Operations Don't Work Correctly When "Render on Phase" Is Enabled In a Retainer Box

UE - Editor - UI Systems - Slate - Jan 31, 2020

Drag and drop operations don't work correctly when "Render on Phase" is enabled in a retainer box. When "Render on Phase" is disabled the drag and drop operations work as expected. In 4.23.1 the dr ...

Volumetric Lightmaps Persist When Opening Different Level

UE - Graphics Features - Lumen - Feb 24, 2020

When moving between levels with built lighting volumetric light maps persists between levels. Workaround: Load the same level twice. Found in 4.24.2 CL#11100242 Reproduced in 4.26 Main CL#11574810 ...

Can't connect nor send packet via TCP socket in iOS

UE - Platform - Apple - Jun 9, 2020

TCP Socket messaging in iOS seems not working.  ...

Pasting timeline components into another actor and then choosing "cancel" on fix self context function references results in a broken state

UE - Framework - Components - Sep 13, 2021

upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...

[Quartz][Crash] - Subscribing to All Quantization Events and then playing a sound on all Quantization boundaries crashes the editor

UE - Audio - Jun 3, 2021

Hit this when I made a blueprint and Subscribed to ALL quantization events instead of the one I was interested it and tried to use all of them as my Quantization Boundary. The alt title of this bug ...

It is possible for PreLoadScreen to leak memory when an EngineLoadingScreen returns IsDone while still loading

UE - Rendering - Graphics Features - Jan 9, 2025

It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...

OverrideVertexColor causes a crash on mobile renderer

UE - Platform - Mobile - Jan 8, 2026

Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...

Ending a GameplayAbility from an AbilityTask created by the same GameplayAbility does not correctly end the AbilityTask, and it continues ticking.

UE - Gameplay - Gameplay Ability System - Feb 2, 2026

When a GameplayAbility is ended from within a child AbilityTask, the AbilityTask is not cleaned up correctly. As a result, even though the GameplayAbility is no longer active, the AbilityTask contin ...

MakeEditWidget specifier does not create edit gizmo in blueprint editor

UE - Gameplay - Blueprint - Jul 27, 2015

Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...

Conflicting FName for components freezes the editor with no warning

UE - Foundation - Core - Jun 24, 2015

If two code components have the same TEXT("") name in the CreateDefaultSubobject call the code will compile correctly but the editor will freeze when adding an instance of the class or classBP to th ...