Incorrect macro definitions in VisualLogger.h

UE - Gameplay - Mar 28, 2018

UE_CVLOG_BOX, UE_CVLOG_OBOX, and UE_CVLOG_CONE have problems with their definitions. UE_CVLOG_OBOX calls UE_VLOG_BOX instead of UE_VLOG_OBOX All 3 of these macros also call their respective macro ...

Intermittent fatal assert in GetArchetypeFromRequiredInfoImpl for an object with RF_NeedLoad

UE - Gameplay - Components - Mar 25, 2021

The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us ...

Divergent group barriers in Lumen

UE - Rendering - Features - Lumen - Apr 23, 2025

Intel reported GPU crashes on their hardware caused by divergent group barriers in ScreenProbeConvertToIrradianceCS:[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ScreenProbeConvertToIrra ...

Log message in ExclusiveLoadPackageTimeTracker is written incorrectly and means the opposite

UE - Foundation - Core - Oct 20, 2016

A licensee has pointed out that a log message in ExclusiveLoadPackageTimeTracker at line 191 is saying the opposite of what it means. This is the line in question:UE_LOG(LogLoad, Log, TEXT(" ... ...

UWorld::RemoveFromWorld does not check Pointer Reference for null before use

UE - Gameplay - Dec 12, 2017

The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly ...

LLM: Delete LLM_IF_ENABLED if it is no longer a performance benefit, or convert all allocs and frees to use it if it still is.

UE - Core - Data Pipeline - Cooker - Nov 13, 2023

The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...

FTextLocalizationManager::UpdateFromLocalizationResource is discarding data

UE - Editor - UI Systems - Localization - Mar 1, 2016

FTextLocalizationManager::UpdateFromLocalizationResource is loading LocRes data into a temporary, rather than loading it into a reference to an entry in LocalizationEntryTrackers. ...

Stale PerceptualData in AIPerceptionComponent

UE - AI - May 6, 2019

Also, reported here: https://udn.unrealengine.com/questions/497277/stale-perceptualdata-in-aiperceptioncomponent.html ...

A crash can occur during a batched compile of inter-dependent Blueprint assets via commandlet.

UE - Gameplay - Blueprint - Feb 20, 2021

Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...

Building for Gear VR Distribution fails due to missing Oculus lib

UE - Platform - XR - Jun 7, 2017

Users have reported that building for Distribution on Gear VR results in failure due to a missing Oculus library. The error they receive is as follows: UATHelper: Packaging (Android (ETC2)): [javac ...