[CrashReport] UE4Editor_Engine!UEdGraphPin::Modify() [edgraphpin.cpp:619]

UE - Gameplay - Blueprint - Aug 29, 2017

This is an infrequent crash coming out of the 4.17 release. User DescriptionsNICE PIN FIX NOW I CANT ADD VARIABLES NORMALLY Source Context 612 void UEdGraphPin::SerializeAsOwningNode(FArch ...

Flickering in Material Editor Preview when Absolute World Position node used

UE - Graphics Features - Oct 17, 2017

Creating a material with "Absolute World Position" node plugged into the "World Position Offset" input of the base Material node results in flickering in the preview window of the material editor. ...

Cannot specify custom window positions in "windowed mode" for packaged games

Tools - Nov 30, 2017

There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...

Replication issues & warnings if a client hitches while the server seamless travels

UE - Networking - Jul 28, 2020

If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...

Skeletal mesh reduction - Material settings are lost when regenerating the LOD in a mesh with a reduced material section

UE - World Creation - Worldbuilding Tools - HLOD - Nov 25, 2020

Following code fixes this issue in FQuadricSkeletalMeshReduction::ReduceSkeletalMesh Section.ChunkedParentSectionIndex = bIsChunkedSection ? CurrentParentSectionIndex : INDEX_NONE; // ...

Final Gather Quality Post Process setting causes severe rendering issues in the Stack-O-Bot project

UE - Graphics Features - Lumen - Feb 24, 2022

When opening the Stack-O-Bot project in 5.0 Preview 1, the project has a rendering issue where bright shimmering lights appear all around the screen. I discovered that this is due to the PostProcess ...

CreateDynamicMaterialInstance will pull from the base rather than overridden mesh on SkinnedMeshComponent when run from construction script

UE - Framework - Blueprint - Feb 6, 2025

When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...

Crash when exporting static mesh actor to FBX (Array index out of bounds)

UE - Editor - Content Pipeline - FBX - Apr 25, 2025

I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...

Startup Movies don't play on Oculus

UE - Platform - XR - Apr 26, 2017

Startup movies don't seem to play on OculusLoading ShooterGame on 4.15 in a standalone game from the command line plays the intro movie audio, but I just get a black screen forever and it fails to l ...

Particle emitter Depth Fade node isn't accurate on iOS

UE - Platform - Mobile - May 18, 2017

Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...