Launching a specific UDN Project with Vulkan Support enabled crashes launching on Quest

UE - Platform - XR - Jul 30, 2020

When attempting to run the attached Project submitted from UDN, it will crash on launch. If Vulkan support is disabled, the Project will run as expected on Quest. This issue DOES NOT appear to repro ...

When the value of the TMap variable of the child blueprint is changed and compiled, it will restore to the default value of the parent blueprint.

UE - Framework - Blueprint - Sep 1, 2021

For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...

Crash occur when loading AInstancedPlacementPartitionActor

UE - Editor - Workflow Systems - May 17, 2022

Crashes when loading an actor that inherits from AInstancedPlacementPartitionActor. There is a serialization size mismatch. ...

Feature Request: Make WASD movement cancel out movement when you press keys in opposite directions

UE - Gameplay - Input - Feb 3, 2023

slack discussion: [Link Removed] ...

Sampling UV1 on a Nanite mesh with one UV channel returns a constant value

UE - Rendering Architecture - May 17, 2023

This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...

PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node

UE - World Creation - Procedural Tools - PCG Component - May 16, 2024

PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node. ...

Baking lighting on Nanite landscape crashes the editor

UE - Graphics Features - May 23, 2024

When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...

MRQ GBuffer Output Renders Normal GBuffer instead of BaseColor

UE - Virtual Production - Tools - MRQ - Feb 27, 2025

When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead.  Using the commands in the Editor viewport shows the BaseC ...

Enhanced input user settings file on consoles may behave unexpectedly after login change

UE - Gameplay - Input - Feb 27, 2025

The user settings seem to be initialized incorrectly. I think that this might be because, technically, when you log out and sign back in we might use the same ULocalPlayer in some cases on the conso ...