[CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1662]

Tools - Jul 19, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.14. User DescriptionsI was copying and pasting a Geometry Box and then the client just crashed.I was trying some st ...

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 ...

Take Recorder - Viewport Freezing and Performance Degradation When Recording Without Subsequences

UE - Virtual Production - Tools - Take Recorder - Apr 11, 2024

Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...

Nanite Mesh Dither Opacity Mask Not Working in 5.6.0

UE - Graphics Features - Nanite - Jul 30, 2025

In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...

Editor Crash when attempting to enter Mesh Paint / Landscape /Foliage Modes while Simulating

UE - Editor - Workflow Systems - Jan 12, 2017

Editor crash will occur when a user attempts to enter the Mesh Paint, Landscape, or Foliage modes while Simulating. Links to CrashReporter: Foliage: [Link Removed] Landscape: [Link Removed] Mesh Pa ...

LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created

OLD - Anim - Aug 8, 2017

LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...

Mesh data will be deleted from Static Mesh if added as a Hierarchical Instanced Static Mesh Component through blueprint

UE - Gameplay - Aug 10, 2017

Mesh data will be deleted from the Static Mesh if added as a Hierarchical Instanced Static Mesh Component through blueprint. All of the mesh data (actual geometry) and LODs will be deleted from the ...

AddToPlayerScreen not filling of player screen by widget.

UE - Editor - UI Systems - Jun 21, 2019

At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...

Granular Synth stays silent since it cannot load the sound with Stream Caching enabled

UE - Audio - Jun 1, 2020

Using Granular Synth with Stream Cache enabled, Granular Synth will stay silent since it cannot load the sound with Stream Caching turned on. This was reported and tested in 4.25 (CL-13144385). Thi ...

Video material previews incorrectly on Mac

TM - Rendering - Apr 3, 2025

Received multiple reports of users on Mac computers experiencing issues previewing video materials in Twinmotion 2025.1. When adding video materials to the scene, the scale seems to be incorrect an ...