Application crashes when blueprint contains a copied timeline

UE - Gameplay - Blueprint - Oct 15, 2015

Copied timeline nodes triggers an Android crash and a black screen on the iOS devices. ...

Launch On from Windows to Linux fails with missing GLSL_430 shaders

UE - Platform - Linux - Nov 16, 2016

GLSL_430 shaders are not cooked when deploying a project from Windows to Linux using Launch On. LogPlayLevel: PLINK: [2016.11.16-18.36.22:414][ 0]LogMaterial:Error: The global shader cache fi ...

SpringArmComponent with "Use Camera Lag Substepping" does not handle fluctuating frame rates correctly

UE - Gameplay - Jun 4, 2024

The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...

Reflection Captures permanently unload with world streaming

UE - Graphics Features - Jul 19, 2024

When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...

MemReport does not seem to respect mesh streaming

UE - Rendering Architecture - Aug 6, 2024

The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...

UGeometryCollectionComponent::EventDispatcher gets registered for events twice what can result in duplicate collision events being fired

UE - Simulation - Visual - Sep 18, 2024

UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...

'Malformed sequence hierarchy' ensure hit after modifying sub-sequence tracks

UE - Anim - Sequencer - Sep 5, 2025

It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...

Local class variables do not correctly populate

UE - Gameplay - Blueprint - Dec 2, 2015

Local class type variables do not correctly populate with default value information. Variables of a class type populate with default value information normally. ...

Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp

UE - Gameplay - Blueprint - Apr 6, 2015

Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp. [Error] "Graph named 'NewFunction_0' already exists in 'bpActor'. Another one cannot be ...

Incorrect restitution behavior for physical material set to 1 whereby momentum is gained during the simulation

UE - Simulation - Physics - Mar 24, 2015

Setting a restitution of 1 for a ground material and a restitution of 1 for a ball that bounces on the ground should keep the ball bouncing at the same height consecutively. Over the course of time ...