Editor Crashing when trying to launch on to any device.

UE - Graphics Features - Oct 7, 2016

When trying to launch on to any device the editor crashes. ...

[AI] Navmesh tiles on different layers get removed while streaming out in WP Dynamic Modifiers Only navmesh

UE - AI - Navigation - Feb 6, 2025

 Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...

Blurry RVTs after camera jump

UE - Graphics Features - Aug 7, 2025

When using Runtime Virtual Textures (RVT) on landscape in UE 5.5+, nearby tiles may remain blurry (low-resolution mips) after launching PIE or making large camera jumps (e.g. via bookmarks or viewpo ...

Adding entries to TMap in custom asset type not always reflected without restarting editor

UE - Gameplay - Blueprint - Aug 22, 2017

If you adding entries to a TMap in a custom asset type in the content browser, after a certain number of entries the last entry fails to be found with the "find" function for TMaps in blueprints, ev ...

Object using specific Corona Material Import by default with wrong UVs

UE - Editor - Content Pipeline - Datasmith - Exporters - Jan 29, 2019

Translucency area has stripe-style issue on TSR

UE - Graphics Features - Mar 28, 2024

The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facingplanes. This problem can be mitigated by increasing r.TSR.ShadingRejection.TileOverscan from 3 to 4 with ...

Crash running construction script after compiling BP function library

UE - Gameplay - Blueprint - Sep 15, 2020

Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...

Compiler warning after renaming variable in animation template

UE - Anim - Runtime - Anim Blueprints - Aug 15, 2023

See UDN: [Link Removed] ...

Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

UE - Foundation - Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...