nDisplay - UMG widgets sync

UE - Virtual Production - nDisplay - Nov 9, 2019

As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...

NiagaraSystem is compiled every time when first loaded in the editor

UE - Niagara - May 20, 2022

If you are using a large amount of Niagara, you will experience excessive load times in PIE even if nothing is changed. The following code change seems to be effective as an interim response. void ...

When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted

UE - Gameplay - Gameplay Cameras - Feb 27, 2025

When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...

CitySample - Level MassCrowd - interactions with SmartObjects/ContextualAnimScene is broken in 5.5

UE - AI - Apr 9, 2025

The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...

Exponential Editor Slate Performance Cost When Editing An Asset With Nested Instanced Structs

UE - Editor - Workflow Systems - Feb 20, 2024

UDN Issue: [Link Removed] ...

Physics Constraints do not have the same values if they are part of an 'Always Loaded' level

UE - Gameplay - Dec 3, 2014

Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...

In Editor, Blueprint resources are not freed up when the Blueprint is closed

UE - Framework - Blueprint - Feb 16, 2024

It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...

Audio Capture Component Crashes When Unplugging Mic/Headset

UE - Audio - Jun 9, 2021

Audio Capture Component does not appear to be handling external device swaps appropriately, and has a delayed crash that will occur if an in-use mic is unplugged. At a glance, it appears to involve ...

Animating blueprint mesh duplicates uncontrollably

UE - Gameplay - Components - Apr 15, 2015

When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...

Crash on PIE exit after dynamically enabling and disabling tick functions through the Level Script blueprint.

UE - Gameplay - Mar 23, 2018

User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...