nDisplay is not linking correctly the Camera Components inside the nDisplayConfig.uasset with display viewports when their Projection Policy is set to Camera. This issue appears when a packaged game is launched from the Switchboard as "Packaged Game".

UE - Virtual Production - nDisplay - Jan 27, 2025

When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...

World Origin Shifting reacts differently on positive vs. negative axis movement

UE - World Creation - Worldbuilding Tools - World Composition - Sep 23, 2015

When moving along a positive axis using world origin shifting, the value of the axis will increase and the origin will shift until it reaches a maximum value of 2147483648.000, it will transport the ...

Editor crash when shader debugging enabled including r.shaders.optimize=0

UE - Rendering Architecture - Shaders - Jun 23, 2024

The editor crashes when activating cvar options for shader compilation and debugging. ...

OFPA Localizable Text Instances are not gathered when world partitioning is disabled

UE - World Creation - Worldbuilding Tools - OFPA - Mar 7, 2025

Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...

Crash when importing an Alembic file with Materials as a different asset type than one that already exists

UE - Gameplay - Aug 8, 2016

This will occur when changing between all Import Types (so long as Create Materials is checked). The callstacks are slightly different depending on which Import Type you switch to. [Link Removed] ...

UEnum::NumEnums appears to be returning one more than the actual number of elements in an enum.

UE - Foundation - Core - Jan 6, 2015

A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...

MaterialInstanceConstant doesn't refresh soft references of non-overridden texture parameter

UE - Graphics Features - Aug 22, 2022

Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...

Compiling Blueprints breaks socketed attachments of actors attached to non-root components

UE - Gameplay - Blueprint - Oct 12, 2023

When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...

[CrashReport] UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [genericplatformmemory.cpp:184]

UE - Graphics Features - Mar 27, 2018

No user comments in crash group 169 (uint64)PlatformMemoryStats.AvailableVirtual, 170 (uint64)PlatformMemoryStats.UsedPhysical, 171 (uint64)PlatformMemoryStats.PeakUse ...

Implied Decal Blend Modes don't account for static ignore-switch parameters in an expected way

UE - Graphics Features - Sep 28, 2021

The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...