Editor Crashes When Enabling Closed Loop on Spline in Blueprint

Tools - Oct 18, 2016

Editor is crashing when setting closed loop in the construction script of a blueprint. This did not occur in 4.12.5 following the same repro, this is a regression. ...

Ensure condition failed : SkeletalMeshLocation module on scaled SkeletalMesh

UE - Niagara - Jul 14, 2020

The message in ensure is below LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: (FMath::Abs(1.f - M.GetScaledAxis(EAxis::X).SizeSquared()) <= (1.e-4 ...

Open Level is not working properly on mobile devices

UE - Foundation - Core - Cooker - Dec 28, 2015

Projects created with an 'Open Level' node added within their blueprint are not working correctly on mobile devices. They do however work on Mobile PIE, PIE and Windows. Occurs on: 2894_SamsungGala ...

Apex Destruction - Destructible Mesh disappears after Fracture

UE - Simulation - Physics - Destruction - Jan 3, 2020

Fracturing a mesh with Apex Destruction in 4.24.1 (CL-10757647) causes the mesh to disappear after clicking Fracture. This behavior was not present in 4.23.1 (CL-9631420). Unable to confirm this in ...

Crash when generating mip maps for texture

UE - Graphics Features - Dec 23, 2019

Generating mip maps results in crash and seems to duplicated 1x1 mip level. NOTE: The bug was originally reported in 4.23.1, however, for some reason I was able to open the texture in 4.23.1 afte ...

Editor becomes unresponsive when selecting BP_FirstPersonChracter0 while Playing in Editor with specific settings

UE - Editor - Jun 19, 2023

This is a regression. Testing //UE5/Release-5.1 CL23901901 When selecting BP_FirstPerconCharacter at run time in a project that has C++, Quality as Scalable, and Ray Tracing enabled the editor free ...

Translucent Dbuffer Decals not Rendering in Material Editor Preview Window

UE - Rendering Architecture - Materials - Sep 30, 2016

Dbuffer decals with a Translucent Blend Mode are not rendering in the preview window of the Material Editor. Note I noticed the Default Blend Mode for Dbuffer Decals is set to Translucent now inste ...

NaN is handled differently when clamped on Windows and Android/iOS

UE - Platform - Mobile - Oct 18, 2017

NaN (Not a Number) is handled different when clamped on Windows and Android/iOS. If you clamp a NaN (Acheived by -3 ^ 0.2 in the reproduction project) from 0.0 to 1.0 and then print the result, you' ...

Artifacts in imported GLB and GLTF files

TM - Interoperability - Mar 10, 2025

Reported in SF [Link Removed] Client reports that many of their GLB and GLTF files they use appear with visual artifacts when imported to Twinmotion. These artifacts only appear in Twinmotion and n ...

Inconsistent events triggered by FlushProcessedKeys during keyboard hold input

UE - Gameplay - Input - Dec 20, 2024

Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...