Component inheritance does not appear to be consistent when running a project with the -game command line argument

UE - Gameplay - Blueprint - Jan 19, 2018

Component property inheritance sometimes does not behave as expected when opening a project with the -game command line argument. Attempting to load a child Blueprint through code may not correctly ...

Mobile Previewer: Safe Zone Invalid Until Window Resize

UE - Platform - Mobile - Jul 12, 2021

When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...

Editor not properly handling frame ranges for 60fps animations

OLD - Anim - May 21, 2015

The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...

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 ...

IOS crash disabling idle timer when closing the app

UE - Platform - Mobile - Apr 29, 2020

Licensee report of crash during shutdown due to setting [UIApplication sharedApplication].idleTimerDisabledbeing from the Game thread. Grouped together with others items in [Link Removed] ...

Suspend/resume iOS Metal Crash on low end device with MTLCommandBufferErrorMemoryless error with lots of geometry

UE - Platform - Mobile - May 11, 2023

The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...

Custom UVs don't store information properly in layered materials.

UE - Rendering - Architecture - Materials - May 9, 2022

[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...

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.  ...

ACineCameraAttachMount's "Target Actor" constraint does not work with Spawnables or Replaceables in Sequencer

UE - CAPT - Tools - Virtual Camera - Aug 12, 2025

Constraints (UTickableConstraint) are usually created throuh the "Animation" tab available in the Editor's "Animation Mode". When created through that interface while Sequencer is open, the internal ...

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 ...