[Gauntlet] TestExecutor does not clean up or release devices when a test's StartTest returns false, causing device starvation or a deadlock with -NoTimeout

UE - QA - Tooling - Oct 21, 2026

Summary When UnrealTestNode.StartTest returns false (or throws), TestExecutor.ExecuteTests moves the test straight to CompletedTests. It never calls CleanupTest or StopTest on the node, so the device ...

Camera behavior during "Orbit Pan Mode" (Alt+MMB+Drag) is wrong while piloting an actor

UE - Editor - Nov 18, 2025

In the Level Editor, dragging the mouse while the "Alt" key is pressed performs one of the "Orbit" movements: OrbitRotation, OrbitPan, OrbitZoom. The same can be done while Piloting an actor. Howev ...

Level Instance Property Override: Actor::Tags overridden pre-CS but clobbered by RerunConstructionScripts with no post-CS re-apply

UE - Engine Scaling - Streaming - May 4, 2026

Summary When using the Level Instance Property Override system, overrides applied to `AActor::Tags` are silently lost for Blueprint actors whose Construction Script assigns or appends to `Tags`. The ...

Null FPhysicsActorHandle dereference in FBodyInstance::InitDynamicProperties_AssumesLocked when CreateShapes_AssumesLocked fails during async body init

UE - Runtime - Simulation - Aug 2, 2026

Summary When CreateShapes_AssumesLocked fails during async body creation, the failed FBodyInstance is left in Bodies[] with a released actor handle. InitDynamicProperties_AssumesLocked is then called ...

Unable to change Actor Coloration View Modes in PIE

UE - Engine Scaling - Streaming - Jul 20, 2025

When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...

Collision build of LiDAR point cloud assets at runtime does not apply

zComponent - Archive - Oct 24, 2023

Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...

NavMesh generation should not care for Actors that are hidden in the Editor.

UE - Runtime - Character - Aug 5, 2025

The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (wo ...

Networked Root Motion Sources can experience desynchronisation that is not present in animation root motion under forced adjustment

UE - Runtime - Character - Feb 13, 2024

In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...

BP timelines: when converting internal curve to external, the external curve isn't used until BP is recompiled

UE - Framework - Blueprint Editor - Aug 28, 2023

Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...

[AI] WP Dynamic navmesh fails to rebuild tiles with actors that are loaded but not part of the base navmesh.

UE - Runtime - Character - Feb 18, 2025

WP dynamic navmesh does not properly react to actors or navigation modifiers that are loaded in areas that the navmesh has not yet streamed into. Although the actors/modifiers are not part of the ba ...