UE5.6+ - Mutable - IDPrefix crash when combining Child Objects, Add to Mesh Component and Extend Mesh Section.

UE - Anim - Mutable - Jul 21, 2025

So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...

Custom Stencil Buffer Visualization Doesn't Render Custom Stencil Depth

UE - Graphics Features - Feb 6, 2020

The Buffer Visualization (Custom Stencil ) doesn't render assets that have "Render CustomDepth Pass" enabled. Found in 4.24.2 CL#10758860 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#11223911 ...

Regression of CanJump Function not being accessible in blueprints in 4.8

UE - Gameplay - Jun 26, 2015

When trying to override the CanJump function of a character blueprint, the function does not show up in the MyBlueprint panel's function section. Hovering over the Function bar shows the "Override" ...

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client

UE - Networking - May 19, 2015

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...

Procedural Foliage Blocking Volume Blocks Sight Perception

UE - AI - May 25, 2016

Sight perception is being blocked by Procedural Foliage Blocking Volumes. Setting the volume to No Collision resolves the issue, but then the volume will not block foliage. Found in 4.12 Preview 5 ...

Most GameMode classes cannot be set in Blueprints

UE - Gameplay - Jun 14, 2015

Most GameMode classes cannot be set in Blueprints. Only Set Default Pawn Class and Set HUD Class have Setters available in Blueprints (the Getters are all still available). Reproduced in 4.8.0 and ...

Behavior Trees cannot be saved if the Blackboard assigned to it was opened before opening the Behavior Tree from the Content Browser

UE - AI - Nov 2, 2015

Behavior Trees cannot be saved if the Blackboard assigned to it was opened before opening the Behavior Tree from the Content Browser. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.10 Preview 3 binary ...

Changing setting in RecastNavMesh breaks "reference" to NavMeshBoundsVolume

UE - AI - Mar 1, 2019

When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...

Random Stream variables in the GameMode are reset every PIE

UE - Gameplay - Blueprint - Jul 6, 2015

Random Stream variables in the GameMode are reset every PIE. Workaround is to use Set Random Stream Seed before using the Stream value. Reproduced in 4.7.6, 4.8.1, and Main (//depot/UE4/Promotable ...

Crash when opening a blueprint that referenced a struct blueprint that no longer exists

UE - Gameplay - Blueprint - May 28, 2015

If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...