Crash when setting Project to only use Windows and DX11 with texture compression as BC7

UE - Graphics Features - Jan 11, 2016

When user sets their texture compression to BC7 while the project settings are set for Platform to only be Windows and use only DX11 this will cause any textures with this set to cause a crash when ...

Setting Pressed Sound for Widget Style Doesn't Set the Value

UE - Editor - UI Systems - Nov 6, 2015

Attempting to set the Pressed Sound for Widget Style dynamically never actually sets the sound. When you click the button, you get no pressed sound. However, when setting the Pressed Sound through t ...

[CrashReport] UE4Editor_Landscape!ALandscapeProxy::PostEditChangeProperty() [landscapeedit.cpp:3692]

UE - LD & Modeling - Terrain - Landscape - Jul 19, 2017

This is a common crash affecting users in 4.16. Unfortunately they have not provided any additional details. Source Context 3684 // Remove null layer infos 3685 EditorLayerSettings ...

[CrashReport] FGenericPlatformMemory::OnOutOfMemory | TArray<FCompressedChunk,FDefaultAllocator>::ResizeTo

UE - Foundation - Core - Jul 20, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.12 for more than 200 unique users. The callstack has similarities to [Link Removed], and as-such may be out of our ...

UConsole HistoryBuffer no longer writing to disk in packaged builds

UE - CoreTech - Sep 7, 2023

We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...

Masked TwoSided material causing lumen direct lighting to leak through walls

UE - Graphics Features - Lumen - Apr 23, 2024

It appears that LumenScene's Hardware Ray Tracing is causing light leaking into a sealed room (which should be perfectly black). This bug does not appear to happen on AMD GPUs. ...

High Virtual Texture Sample/Lookup Cost when using a Virtual Texture in a Material Layer Blend

UE - Rendering Architecture - Materials - Mar 14, 2025

Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...

Custom Depth range is different than Pixel Depth range

UE - Graphics Features - Sep 25, 2025

Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...

Crash when playing with Vulkan Mobile Preview

UE - Platform - Mobile - Sep 21, 2017

Occasionally getting a crash when playing with Vulkan Mobile Preview. Have not had it repro 100% of the time. ...

Audio Components ignoring Start Time set by Play node on Android

UE - Audio - Jul 15, 2015

Setting the start time within the Play node for an audio component does not function when deploying to Android. The set up works fine when playing on the PC, and the sound functions on the Android ...