Memory Leak When Raytracing Enabled with Specific Rendering Settings

UE - Graphics Features - Ray Tracing - Apr 8, 2025

When a shipping build is packaged using specific rendering settings a memory leak can be observed. The licensee has noted that this leak presents as a 10MB per hour increase in RAM usage. It has a ...

Exporting a spawnable through Python doesn't work

UE - Anim - Sequencer - Jan 29, 2020

Packaging for DLC with plugin multiple times causes failure due to file path length

When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...

TMap Contains Node Returns False Incorrectly Under Specific Circumstances

Tools - Nov 20, 2019

The Contains node doesn't return an existing row from a data table under specific circumstances. This didn't occur when the struct the data table is based on was made via blueprints or there are mor ...

AutoLOD changes the static meshes LOD at different distances in VR Packages and Previews than in Editor

UE - Platform - XR - Jul 30, 2020

Packaged VR Projects and VR Previews change the LOD at a closer distance than in editor. ...

Matinee not triggering when moved from one level to another

Tools - Oct 19, 2015

It appears that if you create a Matinee in a Sublevel, and then subsequently move the matinee between levels. It will not keep associations with the attached actors in the Matinee and not trigger e ...

Toggling SetSimulatePhysics state on a Primitive component with a child PrimitiveComponent leaks PxShapes

UE - Simulation - Physics - May 23, 2016

FBodyInstance::Weld did not check to see whether or not child components were already welded to a parent. This meant that whenever Weld was called, ShapeToBodiesMap would continue to grow in size, e ...

[CrashReport] Crash on Linux - llvm::MachineFunctionPass::runOnFunction()

UE - Platform - Linux - Jun 16, 2017

This is a top community crash occurring on Linux. A log file is attached. Additional information is currently unavailable. ...

Actor Component properties can become "linked" across multiple Blueprints after a hot reload

UE - Gameplay - Components - Dec 3, 2018

If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...

Bug: Relative File Paths for Asset Source Files are Incorrectly Generated for Engine and Engine Plugin Assets

UE - Editor - Content Pipeline - Nov 21, 2024

When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...