Crash on 5.7 when running with the Vulkan RHI and async compute

UE - Rendering - Architecture - RHI - Dec 4, 2025

Making this a placeholder for now. Will fill out the description asap ...

Crash after setting a key on a Rotation Track, then trying to right click the key with Transform track collapsed

UE - Anim - Sequencer - Aug 3, 2016

Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 336 337 if (bHasRotationKeys) 338 { 339 TSharedRef<FStru ...

GPU crash when using RVT BaseColor/Normal/Roughness format

UE - Rendering - Architecture - May 24, 2023

When using an RVT with BaseColor/Normal/Roughness format on DX12 with a GPU that supports Tier2, a GPU crash may be seen. ...

Oculus crash on "stereo on" when the proximity sensor is not triggered.

[Link Removed] Release-4.15 stream, latest. I built qagame in debug. Then I run it: trigger prox sensor - vr turns on 'stereo off' - vr off release prox sensor 'stereo on' - crash inside ovr_Submi ...

Line Attractor Strength Varies By Frame Rate

UE - Niagara - Aug 20, 2015

The Line Attractor node seems to render differently (have different strengths) between Cascade Viewport, Editor Level Viewport, PIE and Standalone/Launched Game In trying to capture movies for this ...

Initial Modules are clamped to a 0 to 1 time range

UE - Graphics Features - Sep 18, 2015

The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...

Light Functions displayed on Large Translucent Meshes cause rendering errors

UE - Graphics Features - Sep 14, 2015

Light Functions are stretching and flickering on large translucent surfaces. Translucents Surface:[Image Removed] Opaque Surface:[Image Removed] ...

The drawing order of widgets becomes wrong when GlobalInvalidation is enabled,

UE - Editor - UI Systems - Slate - Nov 26, 2021

When trying to create a widget with specific steps, the drawing order may not be correct. This is not reproduced when Global Invalidation is disabled, and the state can be restored. This issue is pr ...

Overlap Events Stop Firing When Actor is Moved to a Different Level

UE - Gameplay - Feb 1, 2017

Overlap events, such as OnComponentBeginOverlap seem to stop working when the actor is moved to a sub level. This does not occur if the object is deleted and then replaced in the level. ...

Data Layers: GetDataLayerInstanceFromAssetName differs between editor and non-editor

UE - World Creation - Worldbuilding Tools - Data Layers - Apr 9, 2024

From licensee: The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds: #WITH_EDITOR config calls DataLayerInstance->GetDa ...