Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false

UE - Gameplay - Player Movement - Mover - Mar 10, 2025

Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false. Checking the code, IsModifierActiveOrQueue() calls FindMo ...

BP using nested child actor components in streaming level causes ensure condition failed

UE - Simulation - Physics - Solver - Jul 11, 2022

This never happens on ue5.0.0 The problem appears to be caused by a deleted PhysicsProxy being registered with Solver. Since the solver accesses the deleted PhysicsProxy, it may crash. Checking a ...

Crash when client tries to connect to server instance using WP

UE - World Creation - Worldbuilding Tools - World Partition - Apr 10, 2023

Crash when a Deferred Decal (Translucent) base material has a Nanite Override (Masked Surface) Material and the mesh has Nanite + Ray Tracing enabled.

UE - Graphics Features - Ray Tracing - Aug 14, 2025

A crash occurs when Nanite override material instance is used in a project with Ray tracing enabled where: 1 The Material assigned to the static mesh uses Deferred Decal / Translucent and the Nani ...

Watch Pin Crash on Softclasspath

UE - Gameplay - Blueprint Editor - Mar 26, 2020

Mousing over a softclasspath pin from a struct while debugging a Blueprint can lead to a crash.  ...

Landscapes with Tessellation Material do not cast dynamic Shadows

UE - Graphics Features - May 29, 2018

Landscapes that have materials with tessellation applied to it will not cast shadows onto movable static meshes Found in 4.19 CL# 4033788 and 4.20 CL# 4096272 Seems to be working as intended in 4. ...

Nativized packaging fails when attaching paper Flipbook component to a parent paper Flipbook component that is Inherited.

UE - Gameplay - Blueprint - Jan 8, 2019

Nativized packaging fails when attaching paper Flipbook component to a parent paper Flipbook component that is Inherited. ...

Global illumination Postprocess settings doesn't affect Reflection on Mobile

UE - Platform - Mobile - Jul 29, 2019

Postprocess GI related settings look like working in 4.22 on Mobile now, but seems buggy, Not sure if it has supposed to be supported on Mobile since it has no any info in Doc or 4.22's release note ...

NVIDIA 5080 GPU Crash when launching City Sample with DX12

UE - Graphics Features - Lumen - Apr 16, 2025

UPDATE This issue no longer reproduces on driver versions 580.88 and higher. City Sample game crashes immediately upon opening with a NVIDIA 5080 with the latest drivers as well as some previous dr ...

Allow multicast RPCs to be recorded by replays in NM_Standalone

UE - Networking - Sep 21, 2018

No game net driver exists in a standalone game, so there is currently no code path to forward multicast RPC calls to the demo net driver for recording. ...