Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units of the point of possession

UE - Networking - Oct 20, 2015

Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...

Assertion failed: InputOboeStream != nullptr when changing levels with Android voice enabled

UE - Audio - Jan 7, 2020

Assertion failed: InputOboeStream != nullptr when changing levels with Android voice enabled User was able to workaround the issue by replacing Audio::FAudioCaptureAndroidStream::CloseStream() wi ...

D3D validation error about resources being deleted while in use

UE - Rendering - Architecture - RHI - Jun 7, 2022

We believe this is a bug in the D3D validation layer, rather than an actual error in our code. We're in touch with Microsoft about it, but I'll make this ticket to track the progress of that investi ...

Editing ChildActorComponents on a Parent BP can corrupt a Child BP's state.

UE - Gameplay - Components - Jun 13, 2017

Editing the Child Actor Class of a Child Actor Component owned by a Parent BP can corrupt the Child BP's state. This seems related to known serialization issues, where changing a Parent's Property ...

EditConditionHides on Member of struct, that is in Array, causes Assertion Failed when clearing Array in Data Table

UE - Editor - Nov 23, 2022

Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...

[MRQ] Simulating in editor during runtime rendering causes an assertion to fail after rendering is done

UE - Graphics Features - Apr 19, 2022

Simulating in editor during runtime rendering causes an assertion to fail after rendering is done. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did not occur there ...

Android build fails with GPU Lightmass plugin enabled

UE - Platform - Mobile - Nov 5, 2020

Packaging for Android fails with the GPU Lightmass plugin enabled. A customer reported this and I was able to successfully repro it, however my callstack was different. I'm attaching my logs and cal ...

Race condition between D3D12 Buffer Defrag and View creation

UE - Rendering - Architecture - RHI - Jun 11, 2024

A UDN user reported that the D3D12 resource allocator defragmentation operation races with view creation. View creation needs to be always deferred to the RHI thread. ...

[CrashReport] UE4Editor_XAudio2!FXAudio2SoundSource::PrepareForInitialization() [xaudio2source.cpp:517]

UE - Audio - Jun 24, 2016

joseph.w - attempting to PIE in advanced vehicle blueprint templateCrash when selecting pie ...