When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will crash the editor.
The issue occurs regardless of what kind of points and data are coming in, how many iterations you add, or any other settings. The results are always a crash.
When reproducing this issue, the editor will crash with the following error:
Assertion failed: IsRotationNormalized() [Link Removed] [Line: 1307]
1: Create or open a PCG graph.
2: Get any actor type and add a sampler of any type (spline, surface, etc).
3: Add the Duplicate Point node and increase its Iteration count.
4: Now check the Direction Applied in Relative Space box and observe the warning it produces about missing metadata.
5: Then enable the node's debug preview mode or connect it to other outputs and watch your editor crash.
Assertion failed: IsRotationNormalized() [Link Removed] [Line: 1307]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [F:\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:786]
UnrealEditor_Engine!UE::Math::TTransform<double>::ToMatrixInternal() [F:\Github\UnrealEngine\Engine\Source\Runtime\Core\Public\Math\TransformVectorized.h:1307]
UnrealEditor_Engine!UInstancedStaticMeshComponent::SetupNewInstanceData() [F:\Github\UnrealEngine\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp:4989]
UnrealEditor_Engine!UInstancedStaticMeshComponent::AddInstancesInternal() [F:\Github\UnrealEngine\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp:3789]
UnrealEditor_Engine!UInstancedStaticMeshComponent::AddInstances() [F:\Github\UnrealEngine\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp:3841]
UnrealEditor_PCGEditor!IPCGSpatialDataVisualization::ExecuteDebugDisplayHelper() [F:\Github\UnrealEngine\Engine\Plugins\PCG\Source\PCGEditor\Private\DataVisualizations\PCGSpatialDataVisualization.cpp:233]
UnrealEditor_PCGEditor!IPCGSpatialDataVisualization::ExecuteDebugDisplay() [F:\Github\UnrealEngine\Engine\Plugins\PCG\Source\PCGEditor\Private\DataVisualizations\PCGSpatialDataVisualization.cpp:52]
UnrealEditor_PCG!IPCGElement::DebugDisplay() [F:\Github\UnrealEngine\Engine\Plugins\PCG\Source\PCG\Private\PCGElement.cpp:1007]
UnrealEditor_PCG!FPCGGraphExecutor::DebugDisplayTask() [F:\Github\UnrealEngine\Engine\Plugins\PCG\Source\PCG\Private\Graph\PCGGraphExecutor.cpp:1687]
UnrealEditor_PCG!`FPCGGraphExecutor::PostTaskExecute'::`91'::<lambda_1>::operator()() [F:\Github\UnrealEngine\Engine\Plugins\PCG\Source\PCG\Private\Graph\PCGGraphExecutor.cpp:1391]
UnrealEditor_PCG!UE::Core::Private::Function::TFunctionRefCaller<`ExecuteOnGameThread<`FPCGGraphExecutor::PostTaskExecute'::`91'::<lambda_1> >'::`2'::<lambda_1>,bool,float>::Call() [F:\Github\UnrealEngine\Engine\Source\Runtime\Core\Public\Templates\Function.h:296]
UnrealEditor_Core!FTSTicker::Tick() [F:\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Containers\Ticker.cpp:121]
UnrealEditor!FEngineLoop::Tick() [F:\Github\UnrealEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6083]
UnrealEditor!GuardedMain() [F:\Github\UnrealEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:190]
UnrealEditor!GuardedMainWrapper() [F:\Github\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [F:\Github\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [F:\Github\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:334]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-361647 in the post.
| 0 |
| Component | UE - World Creation - Procedural Tools |
|---|---|
| Affects Versions | 5.7 |
| Created | Jan 21, 2026 |
|---|---|
| Updated | Jan 22, 2026 |