[CrashReport] PhysX3_x64!physx::PxsNphaseImplementationContext::unregisterContactManager() [pxsnphaseimplementationcontext.cpp:644]

UE - Simulation - Physics - Mar 6, 2017

This crash is occurring in a developer's packaged project for their end-users. End-user comments are below (unique to the specific project)The game started flickering and then crashed!I set down a ...

Bandwidth usage of USceneComponent::RelativeLocation is too high

UE - Networking - Jun 22, 2017

USceneComponent::RelativeLocation is an uncompressed FVector (3x32 bits replicated). Consider changing to FVector_NetQuantize100, or consider implementing custom serialization (with customizable qua ...

nDisplay VIOSO Projection Policy broken since 5.0.3

UE - Virtual Production - nDisplay - Nov 25, 2022

Hi Sevan, I think we are having a bug: When using our calibration format “vwf” the image is slightly misaligned. Same calibration exported MPCDIv2 works good in UE. So it seems to be some issue ...

Trying to diff previous versions of Blueprints using the Git plugin currently fails.

UE - Gameplay - Blueprint Editor - Aug 11, 2016

Diffing a Blueprint does not currently work when looking at previous commits. The diff appears to be looking at pointer files instead of the actual Blueprint files themselves. When using the Git LF ...

Depth Not Rendered Correctly When Using CustomProjectionMatrix in SceneCaptureComponent2D

UE - Graphics Features - Apr 15, 2020

The depth is rendered incorrectly when using a custom projection matrix in SceneCaptureComponent2D. You can find an example project at [Link Removed]. You can find where the CustomProjectionMatrix ...

Duplicated TextureLoadVirtualPageTable in GetCustomData functions in generated HLSL add to the total instruction count due to TextureLoad having side effects

UE - Rendering Architecture - Materials - Dec 4, 2024

When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...

Spherecast against complex geometry is returning odd results

UE - Simulation - Physics - Sep 19, 2023

Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...

Interchange Framework - Missing References on Animation Import with Python Pipelines

UE - Editor - Content Pipeline - Import and Export - Jun 10, 2025

Hello, I'm using Interchange in a UE5.5.4 project with my Pipeline Stack containing a copy of the DefaultAssetPipeline and a custom Python Pipeline. When importing my Animation with only the Defau ...

Spot Lights are not using Light Propagation Volumes when enabled

UE - Graphics Features - May 23, 2016

As of 4.9 Dynamic Indirect Lighting with Light Propagation Volumes should be supported for Spot Lights. This does not appear to be the case for several versions that I could see. Using the methods o ...

AsyncSaveGameToSlotForLocalPlayer does not properly handle multiple requests

UE - Gameplay - Nov 14, 2025

ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...