Crash on Unreal Editor Exit due to subclass of UEditorUtilitySubsystem

UE - Editor - UI Systems - UMG - Jun 18, 2024

Since UE5.4, it has been reported that if there's a class derived from UEditorUtilitySubsystem, the program crashes when the editor exits. This is because the code added in CL30853505 accesses freed ...

FStateTreeRunParallelStateTreeTask and TStateTreePropertyRef

UE - AI - StateTree - Dec 2, 2025

When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...

BP - Nativized build will crash at runtime if a non-nativized child that inherits from a nativized parent containing a ChildActorComponent sets the CAC class to a non-nativized child of a nativized BP class.

UE - Gameplay - Blueprint - Jan 26, 2020

Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...

[MRQ] Deleting all jobs after rendering queue with executor causes an assertion to fail.

UE - Anim - Sequencer - MRQ - Apr 18, 2022

Deleting all jobs after rendering queue with executor causes an assertion to fail. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 by utilizing a For Each Loop and Delete Job node ...

User-instanced subobjects owned by a streaming sublevel's Blueprint CDO cannot be garbage collected with the owning world after the sublevel has been reloaded in the editor.

UE - Gameplay - Blueprint - Feb 5, 2020

Strong object reference properties of an 'EditInline'-decorated UCLASS type embedded within a native C++ struct definition can be instanced at edit time by the user as part of a variable's default v ...

ZenGarden or project with MSAA enabled crashes on iPhone 6 and 6+

UE - Platform - Mobile - Jul 19, 2017

Zen Garden crashes on the iPhone 6+ before anything appears onscreen. Occurred on: iPhone 6+ on 10.3.2 Didn't occur on: iPhone 6S on 10.3.2 ...

Culling Distances Not Working For Static Mesh in Procedural Content Generation Tool and Foliage Tool

UE - World Creation - Procedural Tools - Mar 28, 2025

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...

In editor, sub level instance's streaming state persists incorrectly after toggling Level Behavior without saving

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 11, 2025

When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...

Hot Reload does not update blueprint pins

UE - Gameplay - Blueprint - Jan 15, 2015

When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...

Crash Undoing Create New Camera in Sequencer

UE - Anim - Sequencer - Jul 12, 2016

If the user selects the "Create New Camera" button in a sequence, then uses undo, the editor crashes. This issue does not occur in //UE4/Main @ 3046959 ...