Warnings after Launching onto Mobile

UE - Platform - Mobile - Oct 27, 2016

Launching onto android causes 1-3 warnings in the output log. I ensured that the mobile device was connected to Epic-Secure. LogTcpMessaging:Warning: Discovered node '00529FEE320A011C0032002F8B3E2F4 ...

Invalid array length error launching QAGame onto HTML5

UE - Platform - Mobile - Mar 22, 2017

Firefox 32-bit Version 52.0.1 This error also occurs in MainRangeError: invalid array length[Learn More] 0943e4e3-83fc-4463-accc-9fd15fd7df6c:157:9 processPackageData blob:http://localhost:53501 ...

Loading blueprint with soft actor reference during PIE corrupts data

UE - DEET - EditorLoader - Jun 13, 2024

The Soft Object Path loading code has special case logic for loading from Play In Editor, which tries to remap paths from the editor version of a map to instead point to an actor in a specific clien ...

PATH not passed to NMake script when building Android from Visual Studio

UE - Foundation - Cpp Tools - UnrealBuildTool - Jan 25, 2023

After upgrading from UE5.0.3 to UE5.1, we started seeing this error when trying to build Android Development from Visual Studio (VS2022 17.2.1): Running UnrealBuildTool: dotnet "..\..\Engine\Binari ...

Landscape cooked heightmap and Physical Material mismatch

UE - LD & Modeling - Terrain - Landscape - Jun 19, 2015

Several users have reported crashes where the Heightfeild loaded from the DDC and physical material list do not match. Suggest adding the number of physical materials to part of the cooked heightma ...

wire import crash on file generated by alias 2021.3

UE - Editor - Content Pipeline - Import and Export - Jul 20, 2021

Our company has updated Alias to 2021.3.1 and now Datasmith crashed when importing .wire files. Previously we had Alias 2019 and Alias 2021.1 installed. Now just Alias 2021.3.1 and then the issue be ...

D3D12 uses a lot more memory than D3D11

UE - Graphics Features - Nov 4, 2015

We’re aware of some extra memory usage in the DX12, but 100% more is more than we’ve seen! I think it’s multiple sources that is causing the increase in usage but not all are known. For example, I’v ...

Compilation error when using Particle SubUV in Niagara Mesh Particles with Raytracing enabled.

UE - Niagara - Oct 12, 2021

The licensee has shared the following workaround for modifying NiagaraMeshVertexFactory.ush. struct FVertexFactoryInterpolantsVSToPS { TANGENTTOWORLD_INTERPOLATOR_BLOCK #if USE_PARTICLE_SUBU ...

FStateTreeExecutionContext::GetDebugInfoString() outputs wrong info and crashes when using linked state trees

UE - AI - Debugging - Apr 17, 2025

When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...

When PCH is Disabled, Error Occurs in VulkanGenericPlatform.h at Android Build

UE - Graphics Features - Dec 6, 2018

If disable PCH in Target.cs, an error will occur when building for Android. The log is as follows. LogPlayLevel: Error: D:/Build/Release-4_21_0/Engine/Source/Runtime/VulkanRHI/Private/Android/../Vu ...