Launching Android project to device results in Assertion Failed: AsyncLoading.cpp, Line 3710

UE - Platform - Mobile - Aug 31, 2020

After updating to 4.25.1 from 4.25 Packaged Android game crashes constantly with objects added to the map 4.25 Packaged game did not crash (editor did a lot but glad thats fixed in 4.25.1) Empty map ...

World Partition - Deleted actors can become unloaded prior to saving

UE - World Creation - Worldbuilding Tools - World Partition - Apr 11, 2025

In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...

When using 'r.VT.SplitPhysicalPoolSize 64' with nanite meshes, mesh painting does not update in real time (only updates after stroke finished), duplicates mesh painting across separate instances of a mesh, and sometimes doesn't show up in PIE.

UE - Rendering Architecture - Mar 3, 2025

When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...

Merging Splines causes Engine to Crash in 5.1

UE - World Creation - Worldbuilding Tools - Merge Actor - Dec 15, 2022

Attempting to merge two spline actors causes the Engine to crash. This issue occurs with the Steps to Reproduce regardless if there are more branches added to the tree branch spline/enabled, and reg ...

ConfigContext on linux requires perforce path for defaults.global.json when global is perforce resolved

UE - Foundation - Horde - Server - Mar 7, 2025

As of 5.5.2; appears present in main head as well. We have a asymmetry between how Include JSONs are resolved between Linux and Windows. This boils down to our URI construction in ParseIncludesAsyn ...

Pressing the "Show Inactive" button in the material instance editor did not display groups that did not contain the active parameter

UE - Rendering Architecture - Materials - Aug 1, 2024

When pressing the "Show Inactive" button in the material instance editor, all material parameters are supposed to be displayed in the EditorUI. This is not the case, only some of the parameters are ...

Asset returns after being deleted from the content folder while the editor is open

UE - Editor - Content Pipeline - Content Browser - May 8, 2017

Asset returns after being deleted from the content folder while the editor is open. A deleted asset comes back and does not prompt to save it. This leads to the asset being removed when the editor i ...

[CrashReport] Fatal Error: Outstanding reference to module 'Renderer' while trying to unload it

UE - Graphics Features - May 30, 2017

This crash was previously being tracked in [Link Removed] with a generic "Assertion failed: ModuleInfo.Module.IsUnique()" error message. Ben.M updated that with CL 3376654 and commented: "This cou ...

Removing a transform track from the sequencer will no longer clean up spawnable actor when the sequencer is closed

UE - Anim - Sequencer - Feb 1, 2021

Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...

When creating a new NiagaraSystem using existing system, the DefaultEffectType set in ProjectSettings is not reflected.

UE - Niagara - Jul 24, 2023

When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...