ICVFX Editor window blinking and render nodes hitching at the end of every Take Record

UE - Virtual Production - Tools - Multi-user - Feb 10, 2024

After a take record within multi-user has completed recording, and with Toggle Multi User Take Recorder Sync enabled, any other control boxes with the ICVFX window open to UV view will flash with th ...

Character sliding down a surface can prematurely land before reaching a walkable floor

UE - Gameplay - Player Movement - Apr 3, 2024

Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor.  This seems to occur when slidin ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

UE - Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...

Potential issue with components being created inside of components, with the outer component added to a BP

UE - Gameplay - Components - Nov 6, 2015

If a static mesh component is added to a scene component class and the scene component is added to an actor - the static mesh that is assigned in the blueprint will not show up in the blueprint edit ...

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation

UE - Editor - Content Pipeline - May 1, 2025

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...

Code delegates duplicate function calls when owning actor is duplicated in the editor

UE - Foundation - Core - Jan 15, 2016

If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...

Python function unreal.AssetRegistry.get_assets_by_class is broken

UE - CoreTech - Nov 21, 2022

Repro Rate: 3/3 This issue was reproduced in //UE5/Release-5.1 at CL 23058290. This is confirmed to be a regression since the errors do not occur on the previous version and is regression tested o ...

World Initialization is performed on Transition World if the client's process is halted at a certain point

UE - Networking - Apr 12, 2016

A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...

UBT crashes when doing an incremental build

UE - Foundation - Cpp Tools - UnrealBuildTool - Aug 9, 2017

There is a consistent crash when incrementally compiling headers containing generated code. The code for launching UHT accesses a property which is null when compiling with the UBT makefile. ...