When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if fails FSequencerTrackFilter_Keyed::PassesFilter)

UE - Anim - Sequencer - Jun 25, 2025

When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if ...

Importing through Python fails

UE - Editor - Content Pipeline - Import and Export - Feb 20, 2019

Version 4.21:The script result in popping the Alembic Import windows instead of a silent importThe provided options are ignored by the importer.  Version 4.22: Results in the provided callstack wi ...

FAnimationRuntime::BlendPosesPerBoneFilter() causes an assertive crash when Skeletal Mesh LOD is changed

UE - Anim - Runtime - Nov 1, 2023

The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...

Editor crash on level load when bUseActorFolders is true after dragging Actor into another folder in the Outliner

UE - World Creation - Worldbuilding Tools - OFPA - Mar 7, 2023

From licensee: Hello! Our level streaming setup enables the bUseActorFolders on our levels. When moving the Actor into another folder via the Outline, the editor will crash on the next load Assert ...

[CrashReport] UE4Editor_UnrealEd!EditorLevelUtils::SetLevelVisibility() [editorlevelutils.cpp:748]

Tools - Aug 16, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: Level->bIsVisibl ...

[CrashReport] UE4Editor_Engine!FBlueprintDebugData::FindBreakpointInjectionSites() [blueprintgeneratedclass.h:382]

UE - Gameplay - Blueprint - Aug 29, 2017

This is a common and longstanding crash that has occurred since at least 4.9 and affected over 280 users. User DescriptionsI added an item to a BP struct. Last time I did this (several months ago) ...

ChaosCacheManager is not reproducing Trailing Events

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not reproducing Trailing Events. Particles set to track Trailing Events correctly follow the position of the trailing event when the Geometry Collection (GC) is physically ...

check(!bPostTickComponentUpdate) fails triggered by ~FStaticMeshComponentBulkReregisterContext() and FD3D12DynamicRHI::ProcessInterruptQueueUntil()

UE - Gameplay - Components - Jul 23, 2024

Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...

ChaosCacheManager is not recording the Observed GeometryCollections NotifyBreak states between level loading and will default to false if changed from Record to Play

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not recording the Observed GeometryCollections (GC) NotifyBreak states between level loading and will default to false if changed from Record to Play. AChaosCacheManager ...

ChaosCacheManager is not reproducing Collision Events the second time you Record and Play

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...