[AI] Navmesh tiles on different layers get removed while streaming out in WP Dynamic Modifiers Only navmesh

UE - AI - Navigation - Feb 6, 2025

 Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...

Editor crash while saving asset during cook operation

UE - Foundation - Data Pipeline - Cooker - Apr 2, 2025

It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...

Assertion failed in FNetGUIDCache::CleanReferences during seamless travel after reloading primary asset package

UE - Networking - May 7, 2025

Following this sequence of events, the ObjectLookup and NetGUIDLookup on the server's PackageMapClient will end up in a bad state. In the ObjectLookup Map, the primary asset's package will be mapped ...

Saving Behavior Tree with Blueprint task inheriting from native class invalidates Blackboard key when BP contains a function

UE - AI - Jul 8, 2025

A regression introduced in UE 5.6 causes Blackboard key selectors in Blueprint tasks to become invalid when the Blueprint inherits from a native subclass of UBTTask_MoveTo (or UBTTask_BlackboardBase ...

Blurry RVTs after camera jump

UE - Graphics Features - Aug 7, 2025

When using Runtime Virtual Textures (RVT) on landscape in UE 5.5+, nearby tiles may remain blurry (low-resolution mips) after launching PIE or making large camera jumps (e.g. via bookmarks or viewpo ...

Right-clicking in the Event Graph of a second Blueprint created using Create Blueprint Using This... will crash the editor

UE - Gameplay - Blueprint - Dec 9, 2014

Right-clicking in the Event Graph of a second Blueprint created using Create Blueprint Using This... will crash the editor. Crash Report: [Link Removed] Call Stack:<unknown module>! KERNELBASE!Rai ...

Blueprint actor variables defined in code cannot be set in the editor

UE - Gameplay - Blueprint - Jan 28, 2015

After creating a class in VS and creating a blueprint based on the class. Setting the actor variable in the BP's defaults tab does not save the setting. Instead it will show as none when trying to ...

Blocking volumes moved into sublevels from the persistent level do not correctly function in standalone game

Tools - Jun 9, 2015

If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...

Characters with disabled Net Load on Client are loaded twice on a Standalone Client

UE - Networking - Jun 16, 2015

Characters with disabled Net Load on Client are loaded twice on a Standalone Client. This does not occur on the Server. This only occurs in Standalone, not in PIE nor in packaged games. Reproduced ...

Overridden Interface Functions in Child BPs lose array output pins after closing/reopening the project and become invalid

UE - Gameplay - Blueprint - Feb 7, 2015

Overridden Interface Functions in Child BPs lose array output pins after closing/reopening the project and become invalid. Reproduced in Main //depot/UE4/Promotable-CL-2434822 ...