"Out of video memory" crash when attempting to save many assets with source control enabled

UE - Graphics Features - Sep 25, 2020

This will only repro when connected to source control ...

When IOStore is enabled, -createchunkinstall separates out chunk-non-0 pak files but not utoc/ucas files

UE - Foundation - Data Pipeline - Cooker - Dec 12, 2022

The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...

CSM shadow casters falsely culled due to incorrect primitive octree test

UE - Graphics Features - Shadows - Sep 13, 2024

While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...

Code function with delay enters a loop when called from BPs

UE - Gameplay - Blueprint - Oct 19, 2015

If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node. ...

UClass::HasProperty() returns true for properties in a child class even though the comment for the function indicates it checks for the property in the current class and parents of the current class

UE - Foundation - Core - Dec 21, 2018

The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...

bIgnoreAllPressedKeysUntilRelease behaves differently for triggers in EnhancedInputAction and triggers in InputMappingContext

UE - Gameplay - Input - Aug 10, 2023

For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...

C++ Third Person Template project crashes when opened

UE - Anim - Runtime - Mar 16, 2022

Third Person C++ project crashing on open on Android Devices 4/4 Repro rate ...

BP timelines: when converting internal curve to external, the external curve isn't used until BP is recompiled

UE - Framework - Blueprint Editor - Aug 28, 2023

Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...

[HORDE] Workspace does not respect stream view if the paths within the stream change to a newer CL then that of the stream

UE - Foundation - Horde - Dec 9, 2025

For example, if you have the engine in a different stream and specify an exact CL to use on the import path, you then update that import path to a later change with a higher CL number than that of t ...

StartWithTickEnabled is ignored for actor components that auto activate

UE - Gameplay - Components - Jul 13, 2017

Any change to the setting for the variable bStartWithTickEnabled in a skeletal mesh component is not registered. The component will tick even when the variable is set to false. Setting bStartWithT ...