Dealing with spaces in perforce directories

UE - Foundation - Horde - May 26, 2025

Hello, We're encountering a fatal error when trying to set up a project in Horde using the AutoSdk: Fatal error: EpicGames.Perforce.PerforceException: Unable to parse view map entry: &quot ...

Crash upon launching packaged game with nativized blueprints that include Add Child Actor Component node with a class already set

UE - Gameplay - Blueprint - Jun 14, 2017

When using the Add Child Actor Component node with a class set on the node with Blueprint Nativization enabled, the packaged game crashes upon launch. A workaround for this is to leave the class bla ...

Can't assign LightMapCoordinateIndex on Static Mesh with generated LODs

Tools - Jan 10, 2020

Once a static mesh have generated LODS, the only lightmap index value the static mesh editor's UI accepts is 0. We should be able to set the index to any value between 0 and 3 as long as there are ...

LiDAR not importing colors correctly for .E57 Point Clouds

UE - Editor - Content Pipeline - Jan 6, 2023

Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. LiDAR plugin is version .08 in UE5.0.3, and version 1.0 in UE5.1.0 ...

Packaged Game crashes when using blend space that was added from the context menu

UE - Anim - Runtime - Anim Blueprints - Nov 16, 2021

Blendspace created within an animation blueprint from the context menu throws an assertion when packaged and ran. Only occurs in packaged projects. The blendspace will work correctly in PIE, and st ...

Sky Atmosphere Material Nodes not Correctly Represented in the Surface Cache for Nanite Enabled Static Meshes

UE - Graphics Features - Apr 1, 2025

When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...

[CrashReport] UE4Editor-Renderer.dylib!FUploadObjectsToBufferCS* TShaderMap<FGlobalShaderType>::GetShader<FUploadObjectsToBufferCS>()

UE - Graphics Features - Jul 14, 2017

This is a common crash affecting Mac users in 4.16 User DescriptionsMacOS High Sierra Beta 2 - Starting a project ...

[CrashReport] Crash on Mac - UE4Editor-IOSTargetPlatform.dylib!FIOSDeviceHelper::DoDeviceConnect()

UE - Platform - Mobile - Jul 20, 2017

This is a common crash affecting Mac users on 4.16, it has occurred since at least 4.14. Users have not provided any descriptions. ...

The process may not return to the root node after the Wait Task is completed.

UE - AI - BehaviorTree - Sep 14, 2021

If the Wait Task is completed for the first frame, it may not return to the root node even after Finish. This can be avoided by increasing the wait time of the Wait Task (see CaseOK.mp4). When this ...

[CrashReport] Crash on Linux - FShaderCompilingManager::LaunchWorker()

UE - Graphics Features - Jul 14, 2017

This is a common crash affecting users on Linux. No additional information is available. ...