If you add a cluster to another level to create HLOD and open a hierarchical outliner at the original level, the original level crashes.

UE - World Creation - Worldbuilding Tools - HLOD - Feb 28, 2018

Please check the attached file. https://udn.unrealengine.com/questions/417308/hlod-%E3%82%92%E4%BD%9C%E6%88%90%E3%81%99%E3%82%8B%E3%81%9F%E3%82%81%E3%81%AE%E5%88%A5%E3%83%AC%E3%83%98%E3%83%AB%E3% ...

DOF - TAA pass ghosting when using r.DOF.TAA.CoCBilateralFilterStrength

UE - Rendering - Graphics Features - Aug 7, 2025

In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...

LIVE: RENDERING: Movable Mesh does not receive shadows from Static meshes in static or stationary lighting

UE - Graphics Features - Apr 30, 2014

---------------------------------------------------------------------------------------------------------------------- Build: 4.1.0-2057451 Description: Movable meshes and blueprints set to cast n ...

Look at Android GetTimeStamp local file handling

UE - Platform - Mobile - May 29, 2020

Only files in UFS or NonUFS manifest that are local are returning a non-minvalue timestamp.  While this is expected it is causing issues with logging file handling. See: https://udn.unrealengine.co ...

Substrate Single Layer Water material fails to compile in blendable Gbuffer mode when using the Single Layer Water BSDF node

UE - Graphics Tools - Terrain - Water - Jun 16, 2026

When using Substrate in Blendable GBuffer mode, a material with the single layer water BSDF node produces a shader compiler error : MaterialEditorStats: Error: [SM6] Shader debug info dumped to: "\ ...

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 ...

[CrashReport] UE4Editor_Engine!FShaderCompilingManager::LaunchWorker() [shadercompiler.cpp:1573]

UE - Graphics Features - Aug 21, 2017

This is a common and longstanding crash that has occurred since at least 4.9. The issue appears to be due to missing ShaderCompileWorker.exe in binaries, but many of these crashes occur in the vani ...

DataTable asset view runs out of (video) memory

UE - Editor - UI Systems - Slate - Feb 26, 2024

In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...

[Data Table] Mitigate column data bloat to allow for better visualization

UE - Editor - Verse Class Editor - Sep 19, 2024

(Pulled from associated UDN) Data Table quality of life suggestion Data tables are one of the more useful asset types for managing 'big data' in the engine. Problem is, the spreadsheet view, which ...

Properties not serialized when moving actor/component depending on unrelated specifiers

UE - Framework - Blueprint - Sep 25, 2023

When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...