Nullptr dereference in FHeadMountedDisplay::UpdateSplashScreen()

UE - Platform - XR - Apr 5, 2017

A customer has had problems running a game with a splash screen when passing -game flag to the editor. UpdateSpashScreen will call GetCurrentFrame, which can return a nullptr but fails to verify it ...

Memory spikes when changing properties on a large amount of textures via Property Matrix

Tools - Jan 29, 2015

When changing a property on a large number of textures via the Property Matrix, memory usage can spike to over 26G. Tested in Main (Promotable-CL-2423505) Probably related to [Link Removed] ...

[CrashReport] UE4Editor_CoreUObject!UStruct::IsChildOf() [class.h:373]

UE - Gameplay - Jan 24, 2018

Comments from users:I pressed Play while having a directional light selected in-editorChanged landscape collision mip level. ...

[CrashReport] UnrealEditor-Engine!UStaticMeshComponent::BuildTextureStreamingDataImpl

UE - Engine Scaling - Streaming - Feb 28, 2022

Generated from CrashReporter ...

AbcImporter for Skeletal Mesh doesn't support material slot naming

UE - Editor - Open File Formats - USD - Apr 18, 2022

Resolution retrieval issues caused by multi-monitor hot-swapping.

UE - Rendering - RHI - Feb 24, 2025

I looked into the underlying code, and it seems that this situation is not well handled. One possible solution is to trigger EnumAdapters() when the system fires the WM_DISPLAYCHANGE message. This ...

Assert running Datasmith from Blutility via a Commandlet

UE - Editor - Content Pipeline - Datasmith - Importer - Aug 6, 2018

Launching the Editor/Datasmith from Blutility via a Commandlet that is importing a .stp file causes the Editor to not launch with an assert.  ...

Loading CVAR preset does not apply the parameters to other nodes in multi-user until manually toggled on/off

zComponent - Archive - Apr 13, 2023

Loading a CVAR preset does not apply the parameters in the preset to other nodes in multi-user. These parameter values must be toggled On/Off manually after loading to apply correctly. ...

Check inside FAssetSourceControlContextMenuState/FPerforceSourceControlProvider

UE - Editor - Oct 31, 2023

The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...