iOS fails during build step with OSS Facebook plugin enabled due to spaces in filepath

UE - Platform - Mobile - Feb 8, 2019

When a user tries to package or launch onto an iOS device they will fail at the build step due to:[3/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Source/ThirdParty/Facebook/IOS/FacebookS ...

"FVector contains NaN" on packaged builds for Debug configuration

UE - Graphics Features - Lumen - May 6, 2022

Customer Provided Description:This was experienced in UE 5.01 - custom installed engine (No changes to UE code, simply added the Debug build configuration, see the following command): "c:%ue_dire ...

[CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2153]

UE - Anim - Sequencer - Jun 3, 2016

Really close to the repro steps for [Link Removed] Same repro steps produced the following Buggs along with this one: [Link Removed] [Link Removed] Error message: Fatal error: [Link Removed] [Lin ...

Actors disappearing after saving a large number of modifications to world partition maps

UE - Editor - Workflow Systems - Nov 4, 2022

From Licensee: "We've encountered a world partition bug where newly created actors go missing in the viewport and Outliner after saving modifications to a large number of actors. This bug is partic ...

Incorrect behavior after attaching an actor to a non-root component of another actor in the Editor

UE - Editor - Workflow Systems - Jul 3, 2024

UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...

Ensure triggered inside Range Struct Customization when Property Node is no longer valid (e.g. when editing FFloatRange while FRuntimeFloatCurve editor is visible) [Ref. UE-341339]

UE - Editor - Workflow Systems - Nov 12, 2025

[Link Removed] was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::SetValue() when its Property Node is no longer valid. However, the same proble ...

Half precision is not supported for OpenGL ES 3.1 Pixel Shaders

UE - Platform - Mobile - Apr 6, 2018

Fix the cross compiler so half precision is supportedAdd a project setting to specify the default precision to support on ES31. Be sure the shader version takes this setting into account. — User des ...

[CrashReport] Crash on Mac related to cooking for IOS

UE - Graphics Features - Jul 20, 2017

This is a common commandlet crash for Mac users in 4.16. In all cases, the command line is like: "(path/project).uproject" -run=Cook -NoLogTimes -TargetPlatform=IOS -fileopenlog -unversioned -ski ...

LayeredBlendPerBone without BlendRootMotionBasedOnRootBone exaggerates root motion

UE - Anim - Runtime - May 27, 2023

When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion.  (ie. if the first child pose's blend weight i ...

Client Gameplay Effect stuck on due to duplicate ReplicationIDs

UE - Gameplay - Gameplay Ability System - Oct 31, 2025

We've been tracking down a problem recently with the Gameplay Ability System where a gameplay effect is properly removed on the server, but the client has the gameplay effect stuck on permanently. ...