Procedural Mesh Component Memory leak when destroyed from an Array

UE - Gameplay - Oct 15, 2018

When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...

Using dynamic bindings in a code class will result in the bindings becoming a permanent part of any Blueprint created from that class if a hot reload is performed.

UE - Foundation - Core - Mar 26, 2015

If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...

A project using the Script Plugin will not open in a binary version of the Engine that is created from an Engine built from source code

UE - Foundation - Build - Rocket (Installed Engine) - Feb 1, 2017

Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...

Crash due to LAN beacon packet incompatibility in 4.22

UE - Networking - Apr 17, 2019

We changed the IP address serialization format without bumping the LAN beacon packet version. Should just need to bump it up. ...

Assign node on floats can cause a crash at runtime

UE - Gameplay - Blueprint Compiler - Apr 25, 2022

This is from a UDN and I was not able to reproduce it locally in Release-5.0 or Ue5/Main, creating this issue for tracking.  ...

Bake To Control Rig produces empty keys when rig uses Import Skeleton in Construction Event and binding is a spawnable in a subsequence

UE - ACT Character - Control Rig - Aug 28, 2026

Bake To Control Rig fails to key procedurally-created controls when all three of the following are true:The Control Rig creates its hierarchy at runtime via Import Skeleton in the Construction Event ...

Crash When Building Lighting for a Level with Previously Purged Lightmaps

UE - Graphics Features - Feb 27, 2019

If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...

BlendSpace Loop Boundary Produces Inconsistent Sync Marker Data andTriggers an AnimSequence Follower Assertion

UE - Runtime - Animation - Jul 22, 2026

Summary In UE 5.7.4, when a looping BlendSpace with Match Sync Phases enabled plays as a SyncGroup Leader and crosses its loop boundary during a transition to an external AnimSequenceFollower in th ...

Setting spline in Niagara Override Parameters corrupts system after closing level

UE - Niagara - Mar 19, 2019

The USplineComponent appears to be corrupted. It will pass the null check, but operations done on the data cause the engine to crash. (See the linked UDN for more details) ...

Crash occurs in PIE when an Actor calls a method in a UObject that attempts to modify an FString member of the UObject

UE - Foundation - Core - Jan 31, 2019

The Editor will crash in PIE when an Actor calls a method in a UObject that modifies some FString members in the UObject. In the Attached project, the UObject class contains two FString members and ...