Crash: Opening Project Browser from Launcher with VR Mode auto-entry enabled with HMD active (worn)

UE - Editor - Workflow Systems - Apr 24, 2017

If you enable VR Mode auto entry, close the project, and then attempt to launch the engine again from the Binary launcher while the HMD is active (being Worn), the Project Browser will crash ...

“Receives Decals” is not respected on Procedural Mesh Component

UE - Rendering - Features - Oct 14, 2022

(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...

Normals are wrong on grouped sprites, causing issues when they are using lit materials

UE - Gameplay - Paper2D - Jul 12, 2016

The normals for each sprite in a grouped sprite component are always as if the sprites were rotated (0,0,0), which is incorrect. Each sprite should have correct normals and look the same as if it w ...

Incorrect shading for SubSurface profile in the Blueprint Viewport.

UE - Graphics Features - Dec 30, 2016

The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...

[CrashReport] UE4Editor_PropertyEditor!FDetailCategoryImpl::GetParentLayoutImpl() [detailcategorybuilderimpl.h:168]

Tools - Aug 22, 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: IsValid() [Link ...

Fix RBAN/Immediate fixed tick mode desyncing with >100Hz game Dt and slomo

UE - Runtime - Simulation - May 12, 2025

ChaosImmediate_Evolution_MinStepTime (p.Chaos.ImmPhys.MinStepTime) appears to cause desyncs when combined with the slomo command. Running a cinematic at slomo 0.2 on a nomally 60Hz frame results in ...

Crash When Toggling Visibility of Level with Planar Reflection

UE - LD & Modeling - Terrain - Landscape - Mar 26, 2018

This crash occurs in 4.19 and 4.20 but not 4.18. Repro'd in 4.19.0-3944462 and 4.20.0-3955769 and 3964322. This is a regression. Per UDN licensee: When I'm showing/hiding levels in editor (in le ...

UMG Designer preview: Incorrect resolution on Samsung s8 and s9

UE - Editor - UI Systems - Jul 30, 2018

"By default, the device profile for android_high (which is used by phones such as the galaxy s8 and s9) gives a scale factor of 1.0 resulting in 1280x720. When choosing a ~2:1 device such as the gal ...

WorldPartitionConvertCommandlet hits an assert when converting a persistent level that contains a sub-level with a landscape

UE - World Creation - Worldbuilding Tools - Nov 7, 2025

Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...

New C++ Class (actor) fails to build

UE - Core - Cpp Tools - Mar 8, 2022

While trying to create a C++ actor to test if it can be created with a custom Copyright notice specified in Project Settings, the Live Coding window returns a "Build failed" and error of: "ERROR: U ...