Assert when tracing animations with Linked Anim Graphs

UE - Runtime - Animation - Oct 19, 2021

An assert fires related to the node index for the linked animgraph node being the same as the node index for the root node in the linked anim graph. Can be worked around by commenting out the check ...

Create a high poly version of the base sphere

UE - Content - Engine - Nov 23, 2021

We have an issue with artefacting of virtual shadow maps on low poly meshes: [Link Removed] We would like to request a higher polygon version of the sphere for UE5's release/starter content, which ...

Lyra standalone game instance crashes when Player #2 equips new weapon

UE - Gameplay - Input - Apr 5, 2022

Discovered while testing Lyra project for //UE5/Main - Foundation Shelf - FAssetDataGatherer Stall Fix Smoke. This issue is NOT dependent on the shelf and occurs without the unshelved files. This ...

Each bone scales are improperly applied in the physical animation

UE - Runtime - Deformable - Feb 4, 2025

Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...

LIVE: A Local Variable cannot have its type changed if another local variable with the same name in a different function is in use

UE - Gameplay - Blueprint - Nov 6, 2014

Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...

uncaught exception: out of memory after launching project onto HTML5 (32-bit browsers)

UE - Platform - Mobile - Mar 20, 2017

First person template project is struggling to run on Firefox 32-bit Version 52.0.1 and eventually throws an "uncaught exception: out of memory" error. Occurs in both BP and C++ projects. May be a ...

[CrashReport] Tutorial crash UObject::execLetValueOnPersistentFrame()

UE - Gameplay - Blueprint - Jul 7, 2017

This is another Tutorial crash that shares a similar callstack with [Link Removed] and [Link Removed], but those specific repro steps have been fixed while this one is still occurring in 4.16.2. On ...

[CrashReport] Mac crash - FMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState

UE - Rendering - Architecture - RHI - Aug 25, 2017

This is an infrequent Mac crash that has been affecting users since at least 4.15. Users have not provided any descriptions of their actions when the crash occurred. The callstack is similar to the ...

Move To Location or Actor Not Working if Location is Outside of Navmesh

UE - AI - Oct 17, 2017

Move To Location or Actor will always fail if the target location is outside of the Navmesh, even if Use Pathfinding is disabled. Found in 4.18 P4 CL# 3685441. Reproduced in 4.17.2 CL# 3658906 & 4. ...

Planar reflections move up and down while reflective surface rotates

UE - Graphics Features - May 24, 2018

Whenever you have an actor on top of a reflective surface while its moving the reflection will display inaccurately as if the object is moving away or toward the reflective surface. Found in 4.19 C ...