[CrashReport] Assertion failure in UE4Game!FMetalComputeShader::FMetalComputeShader()

UE - Graphics Features - Jun 29, 2017

This is a common Mac crash in 4.16. Users have not provided descriptions, so additional information is not currently available. Callstack from LogLogMetal:Display: No .metalmap file found for SF_M ...

Blueprint macro in a level blueprint causes memory leak

UE - Gameplay - Blueprint - Oct 15, 2019

The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...

[CrashReport] UE4Editor-CoreUObject.dylib!UPackage::Save() during COTF

UE - Foundation - Core - Cooker - Nov 21, 2017

This is a common Mac crash that has occurred since at least 4.17.1 User DescriptionsJust trying to launch my project on any output I can. No luck.launching AR project on IOS device. Ugg. Last adjus ...

Crash when toggling the SmartLinkEnabled state of a NavLinkProxy specifically in a packaged game targeting Debug/Development

UE - AI - Navigation - Jan 24, 2025

The licensee has reported, and I was able to reproduce, that specifically in package builds targeting Development configuration, trying to toggle the SmartLinkEnabled state of a NavLinkProxy will cr ...

[CrashReport] UE4Editor-ApplicationCore.dylib!FMacWindow::ApplySizeAndModeChanges()

UE - Platform - Apple - Oct 27, 2017

This is an early trending Mac crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogAssetRegistry: Asset discovery search completed ...

When using ProceduralFoliageVolume, ActorFoliage can be used even if World Partition is enabled in UE5.0

UE - World Creation - Worldbuilding Tools - Foliage - Jun 28, 2022

UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...

This user project gets a continual ensure condition failed: CurrentDepthTexture during PIE and packaged games

UE - Graphics Features - Jun 25, 2015

Continual ensures while playing this user's project: LogOutputDevice: === Handled error: === Ensure condition failed: CurrentDepthTexture [Link Removed] [Line: 650] Stack: UE4Editor-Core.dll!FWind ...

Player state on clients does not get set properly

UE - Networking - Jul 23, 2015

When playing in Standalone with multiple characters there's the the chance that one of the player states does not get set and remains null. This is not a 100% repro case. Multiple tests may be req ...

Renamed Enums displayed in Standalone game will show the original default name instead

UE - Gameplay - Blueprint - Mar 18, 2015

Renamed Enums displayed in Standalone game will show the original default name instead. ...

GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues

UE - Simulation - Visual - Aug 30, 2025

GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...