Creating an exposed variable does not always update correctly to the bp's Details panel

UE - Gameplay - Blueprint - Feb 20, 2015

Creating an exposed variable does not always update correctly to the bp's Details panel. They will show as having multiple values until the bp is clicked off and back onto. ...

PhysX generates extra "sleep" event when moving Kinematic actors away from Simulated actors with Teleport option.

UE - Simulation - Physics - Aug 4, 2016

Issue seems to be related to NpRigidDynamic::setKinematicTarget. When called by itself (like in the case of Kinematic bodies moved without teleportation), the simulated actor is woken and is put ba ...

Orthographic Camera view doesn't work with movable directional light shadows and partly with stationary shadows

UE - Graphics Features - Feb 26, 2015

See attached video for clear examples. When using the orthographic camera perspective with default light settings to stationary for directional light source. Other light sources work as intended. T ...

Illegal Else Without Matching If

UE - Simulation - Physics - Feb 3, 2017

Looks like there's a missing if/else pair in BodyInstance.cpp ...

First Person Example Project Crash when character movement component is cast in viewport.

Tools - Jul 23, 2019

Crash is caused by incorrect cast to display ActorComponent in viewport (gizmo used to move it should not be present) ...

Client crashes after second seamless travel when a blueprint manually placed in the world spawns a replicated actor

UE - Networking - Sep 19, 2019

When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...

[Soundfield Submix][Crash] - Unreal Ambisonics Crashes on Packaged Game and in Standalone

UE - Audio - Submixes - Jan 11, 2021

Issue was reported by a user on the Unreal Engine forms. I tried to package the game with the other encoding options and this appears specific to using the Unreal Ambisonics option.  I have only co ...

Bitfield enums don't cast correctly in Blueprints

UE - Gameplay - Blueprint Compiler - Jan 22, 2025

The licensee already investigated this a little. The problem appears to be that UKismetNodeHelperLibrary::GetValidValue should be calling IsValidEnumValueOrBitfield as opposed to IsValidEnumValue. ...

When importing static mesh using interchange and collision is generated, the asset does not have Collision Generated set to true

UE - Editor - Content Pipeline - Import and Export - May 19, 2025

Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...