Android Crash on app launch if AdditionalPluginDirectories contains wildcards in path

UE - Platform - Mobile - Jun 23, 2017

Having wildcards in the path for AdditionalPluginDirectories causes apps on Android to crash on launch. When testing this on iOS, the app did not crash but froze at the splash screen instead. Androi ...

DynamicMeshBuilder.cpp does not add a value to the InTangentY variable in the AddVertex function

UE - Graphics Features - Mar 4, 2021

This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.:  int32 ...

Crash when changing the World Grid Material to Unlit

UE - Graphics Features - Mar 13, 2017

A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply. ...

4.6.1 to 4.7 conversion crash "Assertion failed: Pin != nullptr ...K2Node_DynamicCast.cpp]"

UE - Gameplay - Blueprint - Feb 25, 2015

Several Users are experiencing crashes on importing a 4.6.1 project into 4.7.0 (Release) Here are the crash reporter links: [Link Removed] [Link Removed] [Link Removed] [Link Removed] [Link Removed ...

Undo after disconnecting a target pin will cause a series of internal compile errors

UE - Gameplay - Blueprint - Mar 15, 2016

Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...

Duplicating a blueprint that implements an interface and then removing that interface will cause compile errors that don't occur if the interface was removed from the original BP

UE - Gameplay - Blueprint Editor - Aug 1, 2020

See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...

[AI] Navmesh shows in editor but does not get loaded in PIE

UE - AI - Navigation - May 13, 2024

When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...

GameFeature Plugins do not chunk as expected when using PrimaryAssetLabels

UE - Gameplay - Sep 23, 2024

There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...

Mac - Inconsistent results for Lumen renders

TM - Rendering - Jun 3, 2025

Reported in SF [Link Removed] and [Link Removed] Users on Mac are reporting inconsistent rendering results for Lumen in image exports that do not include any settings changes. When exporting some ...

Replicated components spawned by CreateComponentOnInstance are broken by object reuse

UE - Gameplay - Apr 5, 2023

When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...