Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering

UE - Simulation - Physics - Destruction - May 10, 2025

Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...

DynamicEntryBox with EntryBoxType Radial is stacking Entries if SectorCentralAngle is multiple of 360.0f and DistributeItemsEvenly is enabled

UE - Editor - UI Systems - May 27, 2025

DynamicEntryBox with EntryBoxType Radial is stacking Entries if SectorCentralAngle is multiple of 360.0f and DistributeItemsEvenly is enabled. The licensee has provided an analysis: On void SRadia ...

[MetaSounds][Sine Generator] - Ensure in MetasoundEnum.h

UE - Audio - MetaSounds - Mar 25, 2022

Live Ensure seen in Crash Reporter. Crash Reporter Link: [Link Removed] Hit 13 times by 4 users.Ensure condition failed: Converted [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\Metasound\Source\ ...

Crash when building lighting while in PIE

UE - Graphics Features - Feb 21, 2017

NOTE: This issue is similar to (same callstack) as [Link Removed], however this issue is still occurring in 4.15.0. Error Message: Access violation - code c0000005 (first/second chance not availab ...

Packaging fails with too many instanced static meshes

UE - Graphics Features - Jun 8, 2018

Project will fail to package with more than one actor containing ISM Components. From user: "...After some testing I found that it only occurs if there are multiple actors in a map (either of the ...

Niagara Scalability Crash When Processing Significance

UE - Niagara - Jun 4, 2025

Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...

Bloated instruction counts in the material editor causing long compiles

UE - Graphics Features - Apr 17, 2019

artists are dealing with greatly increased iteration times due to long shader compiles when working in the material editor. This has regressed over time as we add more features to the point were wor ...

Blueprint macro in a level blueprint causes memory leak

UE - Gameplay - Blueprint - Oct 15, 2019

The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...

Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...

Third Person Character Package imports with linker errors

UE - Platform - XR - Oct 19, 2020

I was able to encounter these errors on the latest binary for 4.25.3 when doing a repro for a salesforce ticket. Here is the customers description:When importing the C++ ThirdPersonCharacter package ...