nDisplay VIOSO Projection Policy broken since 5.0.3

UE - Virtual Production - nDisplay - Nov 25, 2022

Hi Sevan, I think we are having a bug: When using our calibration format “vwf” the image is slightly misaligned. Same calibration exported MPCDIv2 works good in UE. So it seems to be some issue ...

[CrashReport] UE4Editor_Engine!FBlueprintDebugData::FindBreakpointInjectionSites() [blueprintgeneratedclass.h:382]

UE - Gameplay - Blueprint - Aug 29, 2017

This is a common and longstanding crash that has occurred since at least 4.9 and affected over 280 users. User DescriptionsI added an item to a BP struct. Last time I did this (several months ago) ...

Controller::OnPossessedPawnChanged broadcasts (Pawn->null) but not (null->Pawn) during AGameModeBase::RestartPlayer()

UE - Gameplay - Sep 17, 2025

Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...

Crash: Direct3DDevice->CreateBuffer failed at D3D11VertexBuffer.cpp with error E_INVALIDARG

UE - Graphics Features - Jul 6, 2017

This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...

"REFLECTION CAPTURES NEED TO BE REBUILT" is displayed on a cooked game.

UE - Graphics Features - Lumen - Jul 29, 2020

This issue occurs when streaming levels including reflection captures are displayed with  delay. When it finishes loading assets, reflection capture textures are uploaded to the GPU. Then the leve ...

Add Chunks button in asset audit tool does not function because of name compare problem

UE - Editor - Content Pipeline - Content Browser - Aug 5, 2020

The Asset Audit window uses the content browser to display information about both real assets and fake assets like chunk definitions. When you hit the Add Chunks button, it adds several fake assets ...

check(!bPostTickComponentUpdate) fails triggered by ~FStaticMeshComponentBulkReregisterContext() and FD3D12DynamicRHI::ProcessInterruptQueueUntil()

UE - Gameplay - Components - Jul 23, 2024

Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...

Gradual drop in Performance on Windows 10 projects after Toggling Fullscreen

Tools - Nov 30, 2015

It seems that when working in any project on a Windows 10 machine, there is a gradual rise in frames per second and a consistent drop in performance. The user reporting this issue claims his frame ...

If remove the muted side from the two child tracks in sequencer, the remaining tracks will be muted forever

UE - Anim - Sequencer - Feb 4, 2022

The cause was that the information remained in Rows Disabled of Track even though it returned to one Track by the delete operation from the state where there was a child Track of multiple rows. As ...

Staging Directory in Project Packaging Settings should not be saved as absolute path

UE - Foundation - Data Pipeline - Cooker - Jun 8, 2021

When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...