Sequencer: Camera blends restore to incorrect view target after Keep State

UE - Anim - Sequencer - Jan 20, 2026

When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...

Replication default setting of child blueprint resets if parent is compiled

UE - Gameplay - Blueprint - Jul 20, 2015

The setting for Replication on a Blueprint variable resets to None of the Blueprint's parent BP is compiled. ...

Changing UPROPERTY() settings causes detail components to vanish in editor

Tools - Mar 11, 2015

When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform. ...

Static mesh loses static mesh reference when Alt-dragged in viewport if filepath contains []

Tools - Sep 3, 2015

Static meshes lose their static mesh reference when alt-dragged in viewport. This only occurs if the mesh is located in a filepath containing square brackets ( [] ) within the filepath name. Additio ...

Changing between multiple Streams that are contained within an array does not work

UE - Gameplay - Blueprint - Mar 20, 2015

Changing between multiple Streams that are contained within an array does not work. ...

Using Bake Material Position Offset Into Collision causes landscape to have no collision

UE - LD & Modeling - Terrain - Landscape - Jan 13, 2016

Creating a material with World Position Offset and enabling "Bake Material Position Offset Into Collision" causes the landscape to have no collision. Disabling this feature causes collision to come ...

UMG widgets aren't cleared when levels are swapped via 'open LevelName'.

UE - Editor - UI Systems - Oct 30, 2014

If a level has UMG widgets, swapping to other levels (including the level you're already on) doesn't clear away the UMG widgets. ...

Construction Script fires multiple times when the Const Script is compiled

UE - Gameplay - Blueprint - Apr 30, 2015

Construction Script fires multiple times when the Const Script is compiled. If the character is moved on the grid in the level, it will only fire once. It only seems to be an issue on bp compile. ...

Delay nodes used in a macro cause subsequent macro calls during the delay to never complete

UE - Gameplay - Blueprint - Sep 6, 2016

Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...