Unnativized BP function fails to return a valid reference to a component when the calling BP is nativized

UE - Gameplay - Jul 5, 2019

The nativized spawner receives an invalid reference from the non nativized actor and fails silently meaning the variable doesn't get set. Additional info: This issue happens when using a pure and n ...

Windowed game window can restore to the wrong size due to DPI Awareness is configured after setting initial window size

UE - Graphics Features - Jul 31, 2025

If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...

Different CRC32 Results for Repeated Hashing of UStaticMesh

UE - Core - Systems - Jul 15, 2024

1. Download the Licensee repro, compile, and open:https://udn.unrealengine.com/s/contentdocument/069QP00000CdN7WYAV 2. Press the first hatched button on the top bar, next to the Platforms dropdown. ...

FTickTaskLevel::RescheduleForIntervalParallel Crash

UE - World Creation - Worldbuilding Tools - Oct 11, 2023

Short description from Licensee (attached UDN has more info):When streaming a level in and/or out (out especially in World Partition due to the bRequireFullVisibilityToRender variable usage) there i ...

AMD GPU crash with "Video memory has been exhausted" error when increasing the World Partition world and using Water Body Ocean

UE - Graphics Tools - Terrain - Landscape - Dec 8, 2022

Current steps describe the problem related to "Video memory has been exhausted (#### MB over budget). Expect extremely poor performance" on the AMD video card. In this case, the steps cause the GPU ...

Editor queries source control for files outside the project or engine

UE - Platform - XR - May 12, 2022

When using SVN as SSP, the following warning will be output to the log LogContentStreaming: Texture pool size now 1000 MB LogSourceControl: Attempting "svn status --show-updates --verbose --xml "/ ...

AssetRegistry has poor performance when a large map is resaved: Directory IO

UE - Core - Data Pipeline - Cooker - Mar 10, 2025

IO cost of directory scans is one of the costs present in the AssetRegistry when a large map is resaved. Maps can have external actors which all have to be rescanned and reported to the map for incl ...

Expose light depth and position to Light Functions

UE - Graphics Features - Oct 14, 2019

Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...

[CrashReport] UE4Editor_Core!rml::internal::ExtMemoryPool::initTLS()

UE - Gameplay - Blueprint - Aug 15, 2017

This is a trending crash coming out of the 4.17.0 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack shares some similarities to an older 4.14 ...

[CrashReport] UArrayProperty::DestroyValueInternal

UE - Gameplay - Blueprint - Sep 14, 2017

This is a somewhat common crash that has affected multiple users in 4.17. User Descriptionstried to compile a blueprint after changing blueprint interface function definitions. Source Code 121 ...