[AI] Navmesh does not get built inside of navmesh bounds that is in a non-activated data layer

UE - Runtime - Character - Dec 13, 2022

WP navmesh generation does not appear to work if a navmesh bounds volume is in a data layer. The navmesh will build if the data layer is activated when the build paths is started, but it will not lo ...

Tracks that manipulate byte properties may have different (non-deterministic) results even for the same frame

UE - Anim - Sequencer - Aug 13, 2024

This issue is relatively easy to reproduce, e.g., in the timing of switching between the two types of property operations within the same track. It seems to be easy to reproduce the above problem in ...

ResavePackages commandlet (buildlighting) fails/asserts on reflection captures in non-visible sub-levels

UE - Rendering - Graphics Features - May 13, 2025

When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...

GPU Crash from out of memory read/writes in Lumen when using non-power-of-2 TracingOctahedronResolution

UE - Graphics Features - Lumen - Aug 6, 2025

When the r.Lumen.ScreenProbeGather.TracingOctahedronResolution is not a power of 2 or LumenFinalGatherQuality in a Post Processing Volume is set to a value such that the TracingOctahedronResolution ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Reparenting a non-widget BP A to UUserWidget then reparenting a widget BP B to A causes an assert when compiled

UE - Gameplay - Blueprint Editor - Apr 12, 2018

No user comments in crash group ...

Crash in virtual texturing when material instance texture sample param is switched to a non-square texture

UE - Graphics Features - May 27, 2021

The 4kVT is applied correctly, and you can switch the master material sampler to use the 2048x1024 texture, but if you switch it via the material instance param instead, the crash occurs. ...

When IOStore is enabled, -createchunkinstall separates out chunk-non-0 pak files but not utoc/ucas files

UE - Core - Data Pipeline - Cooker - Dec 12, 2022

The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...

SaveGeneratedTexture2DAsset can crash when overwriting an existing asset

UE - Texture - Nov 28, 2025

SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...

Invalid Subsurface Scattering Color when using Per Pixel Shading Model and non-default material layers

UE - Graphics Features - Sep 27, 2022

It appears as though when adding material layers to a material instance that uses the FromExpression shading model, the subsurface color ends up white. If you add a DebugFloat3Values and output it t ...