Geometry collection marked as nanite has no fallback in cooked build when nanite is disabled

UE - Rendering - Architecture - Dec 11, 2023

When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...

Local binary build of 4.22.1 fails when only Visual Studio 2019 is installed

UE - Foundation - Cpp Tools - Apr 30, 2019

Attempting to create a local binary build of 4.22 using Visual Studio 2019 (with no other versions of Visual Studio installed) currently fails with several warnings and errors, including the followi ...

Vertex Interpolators broken in landscape materials

UE - Graphics Tools - Terrain - Landscape - Aug 17, 2021

D:/Unreal/UE4_Release-4.27/Engine/Shaders/Private/LandscapeVertexFactory.ush(788,3-59): Shader FDebugViewModeVS, Permutation 0, VF FLandscapeVertexFactory[Image Removed]:/Unreal/UE4_Release-4.27/Eng ...

BP Event Dispatchers: Hidden reference from actor A -> B, if B bound to A's event dispatcher editor-time, unbound later, but actor A wasn't resaved.

UE - Framework - Blueprint Editor - Feb 19, 2026

Context In blueprint, one can bind to a referenced actor’s events by clicking an actor reference variable, and creating an event node through the variable’s detail panel. Under the hood, this adds ...

Reimporting of skeletal mesh results in a scrambled skeletal mesh

UE - Editor - Content Pipeline - Import and Export - Oct 17, 2025

When we reimport our skeletal meshes with updated FBXs, the resulting skeletal mesh is scrambled up. See Scrambled.jpg attached. This does not affect every single reimport but happens randomly. W ...

Crash when DFAO is disabled and a lower scalability is used while Distance Field Shadowing is enabled.

UE - Graphics Features - Feb 2, 2016

When enabling Distance Fields for a project and adjusting the cvars to disable DFAO and set a lower Detail Mode will result in a crash. Using the console commands outlined in the steps will work. ...

[CrashReport] UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:276]

UE - Graphics Features - Mar 30, 2017

This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...

When using Vive Tracker for Virtual Camera function, Tracking does not work properly when using Unreal Remote 2

UE - Virtual Production - Tools - Virtual Camera - Aug 9, 2018

NOTE for Wont Fix: This is now supported with Virtual Camera 2.0. With the VirtualCamera 2.0 actor, it is possible set a LiveLink Camera subject from many sources. LivelInk XR (Vive Tracker) include ...

Loading instanced static mesh causes memory leak in packaged game

UE - World Creation - Worldbuilding Tools - Foliage - Mar 3, 2021

The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...

Android: Mali Txxx GPUs Encounter Stretching Geometry When Running with Support GPU Scene Enabled

UE - Platform - Mobile - Nov 27, 2019

When attempting to run SunTemple with r.Mobile.SupportGPUScene enabled on some Mali GPUs, the project renders with what looks like pieces of the geometry stretching across the level and bending out ...