Get Mouse Position Blueprint node returns different values outside of viewport depending on whether it was called from Event Tick, or within an Actor function

UE - Gameplay - Nov 15, 2018

There seems to be a discrepancy between the output of Get Mouse Position node depending on whether the node is inside an Actor function or called from Event Tick. If the node is present inside a fun ...

[CrashReport] UE4Editor_Slate!SMultiBoxWidget::GetCustomizationVisibility() [multibox.cpp:931]

Tools - Jun 14, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: Result == FPrope ...

BP - Nativized build will crash at runtime if a non-nativized child that inherits from a nativized parent containing a ChildActorComponent sets the CAC class to a non-nativized child of a nativized BP class.

UE - Gameplay - Blueprint - Jan 26, 2020

Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...

[MRQ] Deleting all jobs after rendering queue with executor causes an assertion to fail.

UE - Anim - Sequencer - MRQ - Apr 18, 2022

Deleting all jobs after rendering queue with executor causes an assertion to fail. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 by utilizing a For Each Loop and Delete Job node ...

ZenGarden or project with MSAA enabled crashes on iPhone 6 and 6+

UE - Platform - Mobile - Jul 19, 2017

Zen Garden crashes on the iPhone 6+ before anything appears onscreen. Occurred on: iPhone 6+ on 10.3.2 Didn't occur on: iPhone 6S on 10.3.2 ...

Culling Distances Not Working For Static Mesh in Procedural Content Generation Tool and Foliage Tool

UE - World Creation - Procedural Tools - Mar 28, 2025

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...

In editor, sub level instance's streaming state persists incorrectly after toggling Level Behavior without saving

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 11, 2025

When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...

Hot Reload does not update blueprint pins

UE - Gameplay - Blueprint - Jan 15, 2015

When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...

iOS Shipping Build using std::thread crashes on launch

UE - Platform - Mobile - Jun 2, 2017

A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...

Editor Crashes when spawning a Physics enabled object inside another

UE - Simulation - Physics - Sep 22, 2017

Editor Crashes when spawning a Physics enabled object inside another. Regression: Unknown Can Test in Main if requested. ...