Performing a hot reload on a project that contains an FStringAssetReference will crash the Editor.

UE - Foundation - Core - Mar 10, 2015

Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...

Copy-pasting an actor property that is a set of strings adds extra quotes and escapes

UE - Editor - Workflow Systems - Aug 24, 2025

Copy-pasting an actor property that is a set of strings adds extra quotes and escapes. The licensee has reported: The problem doesn't happen for example for properties of types set of integers, nor ...

Action RPG- ARPG CharacterBase::GetHealth() Null Crash

Docs - Samples - May 16, 2019

In Action RPG Sample, NPC Blueprints "NPC_Goblin_Level_01,02.03"  cannot be Duplicated.   Crash results lead to ARPGCharacterBase.Cpp Get Health function. float ARPGCharacterBase::GetHealth() const ...

Pasting a folder on the Outliner while LightMixer and ViewChanges windows are open/docked crashes the Editor

UE - Virtual Production - Tools - Jun 12, 2025

When both LightMixer and ViewChanges windows are open, pasting a folder into the Outliner crashes the editor. For more detailed steps, refer to the Steps To Reproduce section. This happens whenever ...

Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement.

UE - World Creation - Worldbuilding Tools - Nov 18, 2024

Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...

World Memory Leak crash creating new level blueprint after editing sub level blueprint

UE - Gameplay - Jan 27, 2020

Crash occurs when the user adds a sublevel to the current level, edits the sublevel's level blueprint, and then attempts to make a new level. The state which triggers the crash seems to be when the ...

The ChaosCacheManager changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inadvertently stop simulating physics

UE - Simulation - Physics - Nov 26, 2024

The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...

Deleting transient actor marks level dirty

UE - World Creation - Worldbuilding Tools - Feb 6, 2025

The licensee has noticed that the deletion of a transient actor still marks the scene as dirty and asks it to be saved. Checking the source it was noted that the transient flag is not verified on de ...

Ensure occurs when turning on Constraints in Advanced Show Flags

UE - Graphics Features - Jan 11, 2017

An ensure occurs when Constraints are toggled on in the show options. Note After the ensure, you can toggle Constraints off and on freely This is a Regression from 4.14.3 ...

FLiveCodingModule::StartLiveCoding() unsafe access of FModuleManager::Get().OnModulesChanged()

UE - Foundation - Cpp Tools - Live Coding - Dec 19, 2023

A user has reported a failing ensure in FMRSWRecursiveAccessDetector::AcquireWriteAccess(), a race condition that has a small chance of happening when launching the editor. FLiveCodingModule::Start ...