SSourceControlChangelistsWidget : hitting the checkf for duplicate uncontrolled items in OnRefreshUncontrolledChangelistWidgets

UE - Editor - Dec 18, 2024

A checkf can fail in SSourceControlChangelists.cpp with the message: The same uncontrolled item was visited twice. It is likely present in more than one uncontrolled changelist This has been addre ...

InstancedStaticMeshes disappear in Shipping builds on mobile when affected by dynamic point lights

UE - Platform - Mobile - Aug 22, 2019

This ticket is to add the safe workaround for 4.23.1, with a more optimal fix coming in 4.24. ...

FLightMap2D::Serialize() contains a possible index out of range error.

UE - Graphics Features - Dec 30, 2014

A user pointed out a potential to have an index out of range error in the source code. There are also a few magic numbers scattered around in this function. ...

Memory leak after exiting PIE

There appears to be a memory leak when you PIE and then exit PIE. Users are reporting that each time they PIE, their RAM usage jumps up, say, 10MB, then when you exit PIE, it only drops down 5MB. ...

Popups are causing a hang

UE - Platform - Mobile - Feb 8, 2016

Users are reporting that a system pop up such as a timer or low memory is causing a hang and crash. ...

Substance Plugin causes packaged projects on Mac to fail to open

Tools - Jun 17, 2015

If a project is packaged on the Mac while the Substance Plugin is installed, the resulting .app will fail to open. This does not generate a log. ...

Product Viewer Template does not in standalone and VR

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 7, 2018

Inside the ViewportToolBar, the "Click to Expand" ComboButton works incorrectly with Display Scaling

UE - Editor - Applied Usability - Mar 12, 2025

When Display Scaling is applied (e.g., 125%) and the Level Viewport is resized, the ComboButton in the SViewportToolBar does not behave as expected. Normally, the ComboButton hides when there is in ...

Runtime memory leak with imported FBXs

Tools - Feb 6, 2017

When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...

REINST error when replacing a Widget that was added via the user created section

UE - Gameplay - Blueprint - Oct 5, 2015

When a user deleted a widget that has been added to another blueprint via the user created section. If this blueprint in referenced in another blueprint that reference will throw a REINST error and ...