Mesh painting on staticmesh doesn't always apply Colors to All LODs

UE - Editor - Content Pipeline - Asset Build - Apr 18, 2022

See the video [Link Removed] ...

Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position

UE - Anim - Sequencer - Mar 28, 2025

A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...

Ensure triggered upon improper math expression

UE - Gameplay - Blueprint - Aug 4, 2016

An ensure is triggered upon entering an improper math expression. ...

GameThread + AsyncLoadingThread deadlock - StaticLoadObject vs. StaticAllocateObject

UE - CoreTech - UObject - Feb 14, 2023

User reported encountering a deadlock between GameThread and AsyncLoadingThread and provided two callstacks.User quote I've been running into a deadlock intermittently with a custom blueprint conso ...

Creating a new C++ Synth Component results in a failed compile linker error.

UE - Audio - Dec 19, 2019

Upon creating a new Synth Component C++ Class in Unreal 4.24, the compiler will fail to compile with a Linker error. ...

Crash in NaniteStreamManager when Nanite data fails to decode corrupt data from DDC

UE - Graphics Features - Nanite - Sep 11, 2024

If Nanite data becomes corrupt in the DDC, the Editor may crash in FStreamingManager::InstallReadyPages() when the Pending.State is FPendingPage::EState::DDC_Ready but the resulting SrcPtr is null b ...

Crash when creating a level sequence player after a level begins its tear-down

UE - Anim - Sequencer - May 6, 2020

It's possible to create a level sequence player in a level that's being torn down. Event end play is one example, but the original report comes from a situations that's harder to avoid. Creating a l ...

D3D12 Does Not Correctly Validate Static Uniform Buffers Correctly

UE - Rendering Architecture - RHI - Feb 12, 2025

When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...

Editor asserts when deleting a morph target from a skeletal mesh

UE - Editor - Content Pipeline - Asset Build - Oct 24, 2022

TAttributeContainer::CopyFrom crashes when container contains invalid bone indices for active mesh

UE - Anim - Runtime - Jun 16, 2024

Currently there's no validation within the animation attribute container that bone ids are valid.  This means that client/game code can add attributes with invalid bone ids into the container and th ...