When painting on a landscape with edit layers, there are UV distortions happening across the boundaries of paint layers when material is using SetMaterialAttributes

UE - Graphics Tools - Terrain - Landscape - Mar 10, 2025

Context Landscape Edit Layers enables users to paint landscapes using non-destructive layers, and can add multiple layers to the landscape that can be edited independently from each other. Problem ...

Assertion failed after closing project on Oculus Mobile - Referencing AudioMixerSourceManager.cpp:300

UE - Audio - Apr 30, 2019

This assertion seems to occur when closing the project while a sound is playing on the device. Assertion failed: CommandBuffers[NextIndex].SourceCommandQueue.Num() == 0 [File:D:/P4Workspaces/Switch ...

[CrashReport] UE4Editor_UnrealEd!UnFbx::FFbxImporter::RecursiveBuildSkeleton()

UE - Editor - Content Pipeline - Import and Export - Jul 30, 2015

This is a common crash affecting users. User DescriptionsJust import a Mesh of Fuse Source Context 624 void UnFbx::FFbxImporter::RecursiveBuildSkeleton(FbxNode* Link, TArray<FbxNode*>& Out ...

[CrashReport] Crash on Mac - UE4Editor-SlateCore.dylib!SWindow::IsVisible()

UE - Platform - Apple - Jun 23, 2017

This is a common crash on Mac in the 4.16 release, and has occurred with low frequency since at least 4.11. Users have not provided any descriptions, so additional information is currently unknown. ...

ApplicationReceivedScreenOrientationChangedNotificationDelegate does NOT work properly on Android

UE - Platform - Mobile - Aug 5, 2019

ApplicationReceivedScreenOrientationChangedNotificationDelegate supports iOS but not Android. Probably, Java_com_epicgames_ue4_GameActivity_nativeOnConfigurationChanged should be useful for fix thi ...

Morph target is not applied on the first frame in Level Sequence

UE - Anim - Rigging - Dec 4, 2025

When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame.  In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...

ensure(false) being fired in FGenericParticlePairMidPhase::FindOrCreateConstraint from key collision

UE - Simulation - Physics - Jan 27, 2025

ensure(false) being fired in FGenericParticlePairMidPhase::FindOrCreateConstraint from key collision. The licensee reports one of their users reported this issue and they were able to reproduce a fe ...

[CrashReport] UE4Editor_Renderer!FGlobalShader::SetParameters<FRHIPixelShader * __ptr64,FRHICommandList>() [globalshader.h:134]

UE - Graphics Features - Jun 29, 2016

This JIRA was created from crash reports submitted by users due to it being one of the top crashes occurring in 4.12.4 This might be a regression because the crash has only just started in 4.12.4. ...

Sequencer causes 3DWidget on BP vectors to snap to Actor when active

UE - Anim - Sequencer - Nov 15, 2025

When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...

Changing MaterialQualityLevel causes a crash due to a ShaderMap mismatch in UniformExpressionCache

UE - Rendering Architecture - Materials - Nov 26, 2025

A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...