Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe

UE - Virtual Production - Nov 21, 2019

Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe The Blueprint node "Get Actors" for Layers in the Level Blueprint causes an instant crash in a built developm ...

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 ...

Window Size does not Change to iPhone 6 presets when in Standalone Game or Mobile Preview (PIE)

Tools - Apr 12, 2016

You cannot adjust the Window size to the iPhone 6 or iPhone 6 + preset Common Window Sizes in the Editor Preferences. Regression: this did not occur in UE 4.10 NOTE: This does not occur in New Ed ...

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 ...

Deleting a Sync Marker created by an Animation modifier deletes all Sync Marks made by the Animation Modifier

UE - Anim - Jan 14, 2022

Using the delete key or context menu to delete a single sync marker created by an Animation Modifier deletes all sync markers created by the Animation Modifier. If all the markers are deleted, and ...