Runing PlayInEditor with NetMode PlayAsClient and a LevelSequence that AutoPlays in the level and is also opened in Sequencer leads to a Fatal world leak crash on 5.5 and up

UE - Anim - Sequencer - May 28, 2025

Runing PlayInEditor with NetMode PlayAsClient, a LevelSequence that AutoPlays in the level, contains a Spawnable BP_ThirdPersonCharacter with an animation, and is also opened in Sequencer, leads to ...

Copying a Folder in Sequencer and later Pasting it inside Sequencer is resulting in loss of Components

UE - Anim - Sequencer - Aug 8, 2025

Copying a Folder in Sequencer and later Pasting it inside Sequencer is resulting in loss of Components. The pasted folder is not respecting the structure that was copied. This issue only happens on ...

Run Command fails when launching code project onto Mac from the editor

UE - Platform - Apple - Apr 18, 2017

This only affect Launching on code projects. Packaging code projects works fine.LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabl ...

Children of Retainer Box cannot be interacted with when visibility is set to "Self Hit Test Invisible"

UE - Editor - UI Systems - Jun 19, 2017

When there is a Retainer box with the visibility set to "Self Hit Test Invisible" and has children, the children cannot be interacted with. Children such as a button cannot be clicked. This issue c ...

[CrashReport] UE4Editor_Landscape!ALandscapeProxy::GetLandscapeInfo() [landscape.cpp:785]

UE - LD & Modeling - Terrain - Landscape - Jul 13, 2017

This is a common crash affecting users in the 4.16 release. Users have not provided any descriptions. Source Context 775 { 776 ULandscapeInfo* LandscapeInfo = nullptr; 777 ...

UMG Slider displays long or wrong percentages when Step Size is set to 0.1

UE - Editor - UI Systems - Apr 24, 2020

When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...

Virtual textures flicker if physical pool is oversubscribed

UE - Graphics Features - Feb 24, 2021

If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...

Duplicating a Function Containing Add Child Actor Component Causes Changes Made to the Duplicate to be Saved to the Original

UE - Gameplay - Blueprint - Nov 9, 2015

When you create a function containing an Add Child Actor Component node, duplicate that function, and then change the Child Actor Class option in the duplicate, the changes are also saved to the ori ...

Indirect Lighting Cache causes Flickering on Skeletal Meshes

UE - Graphics Features - Apr 30, 2017

Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...

[CrashReport] UObjectBaseUtility::GetOutermost | FArchiveInvalidateTransientRefs::operator<<

UE - Gameplay - Blueprint - Sep 7, 2017

This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...