Race condition in full builds of UE4 engine source

UE - Foundation - Cpp Tools - UnrealBuildTool - Sep 26, 2019

This is a race condition caused by how "Clean.bat", a batch file used during rebuilds, tries to manually rebuild the UnrealBuildTool project when it runs. This causes a spam of UnrealBuildTool build ...

Culling Distances Not Working For Static Mesh in Procedural Content Generation Tool and Foliage Tool

UE - World Creation - Procedural Tools - Mar 28, 2025

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...

Hot Reload does not update blueprint pins

UE - Gameplay - Blueprint - Jan 15, 2015

When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...

Create Session does not work in a packaged game from any project that has used C++

UE - Networking - Dec 28, 2015

After adding C++ to a content-only project, Create Session no longer works in a packaged game. The following warning appears in the log: LogScript:Warning: CreateSession - Invalid or uninitialized ...

MetalRHI crash locking camera cut to a level sequence in QAGame

UE - Platform - Apple - May 12, 2016

Running into an intermittent crash in MetalRHI when locking to a camera cut in a level sequence. Very similar to [Link Removed] which is an NVIDIA GPU. ...

Nativized Blueprint class may fail to compile for some native noexport struct types exposed through a user-defined struct.

UE - Gameplay - Blueprint - May 24, 2018

This occurs because the MakeStruct node will create a literal term for each input if nothing is connected. However, there is no explicit handling of some native 'noexport' struct types (e.g. FVector ...

r.MobileContentScaleFactor appears to be ignored defaulting to 1 on Mobile Devices

UE - Platform - Mobile - Feb 28, 2022

r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...

Crash occurs running SunTemple on Nexus 6p in Vulkan mode

UE - Platform - Mobile - Jan 14, 2017

Testing Vulkan DLS and hit this crash when running the app on Nexus 6p. This crash does not reproduce on Nexus5_4012_Adreno 330 ...

ShooterGame Crashes on Exit on iOS Due to Exhausting Real Time Allowance

UE - Platform - Mobile - Jul 30, 2018

When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...

Memory leak when Lumen is disabled but r.MeshCardRepresentation=1

UE - Graphics Features - Lumen - Jul 29, 2024

When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...