Scrubbing material roughness value in MI causes large frame drops

UE - Rendering - Architecture - Materials - Apr 30, 2022

[Audio Capture] - Editor crashes when activating an Audio Capture component when there are no active input or output devices avilable

UE - Audio - Aug 12, 2022

If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...

[Quartz][Crash] - Subscribing to All Quantization Events and then playing a sound on all Quantization boundaries crashes the editor

UE - Audio - Jun 3, 2021

Hit this when I made a blueprint and Subscribed to ALL quantization events instead of the one I was interested it and tried to use all of them as my Quantization Boundary. The alt title of this bug ...

LandscapeSplineMeshesActor instances not deleted when World Partition is disabled

UE - World Creation - Worldbuilding Tools - World Partition - Oct 30, 2024

When landscape splines exist in a WP level, LandscapeSplineMeshesActor instances are created to allow streaming of splines. In a non-WP level, splines are components of the landscape actor. When a W ...

Crash when Live Coding is triggered after engine source edits Blueprints using ChildActorComponent

UE - Framework - Blueprint - Nov 28, 2025

After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...

Ending a GameplayAbility from an AbilityTask created by the same GameplayAbility does not correctly end the AbilityTask, and it continues ticking.

UE - Gameplay - Gameplay Ability System - Feb 2, 2026

When a GameplayAbility is ended from within a child AbilityTask, the AbilityTask is not cleaned up correctly. As a result, even though the GameplayAbility is no longer active, the AbilityTask contin ...

FarShadow range not considered in GetViewDependentWholeSceneProjectedShadowInitializer

UE - Platform - Mobile - Mar 30, 2026

Cascade index 0 is passed into GetViewDependentWholeSceneProjectedShadowInitializer. I think the intent of MaxShadowCascades = 1 and requesting cascade index 0 is to get a single bounding volume for ...

MakeEditWidget specifier does not create edit gizmo in blueprint editor

UE - Gameplay - Blueprint - Jul 27, 2015

Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...

Conflicting FName for components freezes the editor with no warning

UE - Foundation - Core - Jun 24, 2015

If two code components have the same TEXT("") name in the CreateDefaultSubobject call the code will compile correctly but the editor will freeze when adding an instance of the class or classBP to th ...

Cannot bind event dispatchers between two blueprints that share a parent class

UE - Gameplay - Blueprint - Jul 23, 2015

Cannot bind event dispatchers between two blueprints that share a parent class. This issue also occurs if you use the parent as a variable in the child. The bind event dispatcher seems to only take ...