Iris - replication errors for actors in runtime data layer when reconnecting

UE - Networking - Iris - Mar 28, 2025

It seems like upon reconnecting to the server, the client receives a bunch containing the actor before it has loaded the data layer. See attached log snippet for errors. ...

Assess visual lag of the new UV access nodes for pass through camera materials on AR platforms

UE - Platform - XR - Apr 23, 2019

When testing [Link Removed], there seemed to be some visual lag in the passthrough nodes, when compared to the camera feed.  Was not able to test due to [Link Removed] (which is really just a differ ...

Mover ensure triggered when engine is running in the background

UE - Gameplay - Player Movement - Mover - Feb 11, 2025

When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl: npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Cap ...

StreamableManager completion callback can happen after being canceled in same frame

UE - CoreTech - Feb 16, 2024

FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...

PlayerStart in level instances does not start player at location after transitioning between maps in PIE

UE - World Creation - Worldbuilding Tools - World Partition - Dec 3, 2024

Ejecting from player in multiplayer PIE results in the wrong world being displayed

UE - Networking - Dec 13, 2024

In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...

UVOIPStatics::VoiceTalkerMap entries overridden in single-process multiplayer PIE

UE - Online - Oct 2, 2023

UVOIPStatics::VoiceTalkerMap uses FUniqueNetIdWrappers as its keys, which will be the same across multiple instances for a player. A player's local pawn can have a voip talker, and that pawn on a re ...

CitySample - Level MassCrowd - interactions with SmartObjects/ContextualAnimScene is broken in 5.5

UE - AI - Apr 9, 2025

The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...

Based movement ticking dependency may be incorrect if standing on a part of a Child Actor

UE - Gameplay - Player Movement - Jan 31, 2024

When an actor has a Child Actor Component that's a valid moving base for a character to walk on, the ticking prerequisites are set against the Child Actor and not the root owning actor that actually ...

Cascade - Some Delayed Particle Emitters Don't Function with High Delta Times

UE - Niagara - Cascade - May 13, 2025

This is a Cascade issue from a UDN where single loops can be skipped if the DT is high enough. ...