Landscape LOD behaviours is not working as expected (Its Calculation is not based on Sections anymore)

UE - Graphics Tools - Terrain - Landscape - Apr 10, 2024

"Components can optionally be divided into either 1 or 4 (2x2) subsections to increase the resolution of the Landscape. These subsections are the base unit of Landscape LOD calculation." From Doc ...

Blueprint actor reference breaks after hot reload

UE - Gameplay - Blueprint - Apr 21, 2016

Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...

Permanent FPS Drop After Using High Resolution Screenshot With Planar Reflections

UE - Graphics Features - Mar 9, 2017

After taking a high res screenshot with a planar reflection actor in the scene the engine will experience a permanent performance hit relative to the resolution of the screenshot. For example if you ...

A packaged game that includes a code class that references a widget Blueprint will display an error on launch stating that the widget blueprint cannot be found.

UE - Editor - UI Systems - Sep 24, 2015

If a widget Blueprint is referenced in code, an error is displayed when the packaged game is launched stating that the widget could not be found (in 4.11 the widget still appears to be successfully ...

Crash when opening a different level after opening the preloaded level using Asset Manager

UE - Gameplay - Jan 29, 2019

After  opens the preloaded level using Asset Manager, opening another level before unloading the level will crash. Because AssetManager holds FStreamableHandle of the level, garbage collection is no ...

Array index out of range with StopTree

UE - AI - Mar 26, 2019

Crashes when exiting PIE while executing multiple async tasks. By explicitly executing EndTask and FinishAbort of RecieveAbort, this caused by performing out-of-range in array access to InstanceStac ...

Reading data back from rendertarget not working on Android opengles 3.x

UE - Platform - Mobile - Aug 7, 2019

From user: "I believe the issue is deal to the implementation of FAndroidOpenGL, there is no overriding of FOpenGL::SupportsMapBuffer(),which always return from the base FOpenGLES2 method and it is ...

XAudio2 DestroyVoice call causes significant hitching on some architectures

UE - Audio - Aug 10, 2015

Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...

Spaces are incorrectly converted to new lines when the User Header Search Paths field is populated in Xcode

UE - Platform - Apple - Feb 21, 2017

If there is a space in the name of a folder within the Engine's install path (eg. Users\Shared\Epic Games\...), the values set in the User Header Search Paths field are split into multiple lines whe ...

[ALT] - UE56 Editor launched with -AsyncLoadingThread will trigger MTAccess

UE - DEET - EditorLoader - Dec 10, 2025

When launching the editor with the -AsyncLoadingThread command, the engine uses an asynchronous thread to load and instantiate UObjects. At this point, if the instantiated UObject contains an FData ...