Blueprint Interfaces cannot pass by reference between two blueprints

UE - Gameplay - Blueprint - Feb 25, 2015

Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...

Android sessions do not appear in Session Frontend

UE - Platform - Mobile - Aug 29, 2016

Crash When Raycasting Against Mesh With Multiple Materials

UE - Simulation - Physics - Feb 26, 2016

When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...

BP - Editing defaults on a nested subobject of a component inherited from a native parent class won't preserve those defaults when the BP is instanced.

UE - Gameplay - Components - Jan 19, 2017

I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...

[CrashReport] Crash on Mac due to uncaught exception 'NSRangeException' - HIToolbox!DispatchEventToHandlers()

UE - Platform - Apple - Jun 22, 2017

This is a common and longstanding community crash on Mac. Users have not provided descriptions when they crash, so additional information is currently not available. A log file is attached. Call ...

Modifying ShooterGame header file for faster compiling causes crash behavior.

UE - Foundation - Core - Jan 11, 2019

Using bFasterWithoutUnity and MinFilesUsingPrecompiledHeaderOverride, on ShooterGame.Build.Cs results in Engine crash. ...

Editor crash when using Animation BP pose watch

OLD - Anim - Apr 7, 2020

We encountered a crash when using Anim BP Pose Watches to inspect poses on actors in a PIE instance. Specifically it seems ending the PIE session while the Anim BP is still watching the actor in the ...

Nanite shadow issue in commandline rendering

UE - Graphics Features - Nov 28, 2023

CreateD3D12Texture causes the Low Level Memory system to register two allocations for the same pointer on the same track channel

UE - Rendering Architecture - RHI - Oct 31, 2024

CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...

Editor crashes when using PCG SpawnActor with a DataLayer inside a Level Instance

UE - World Creation - Procedural Tools - Jun 4, 2025

A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...