When creating a new NiagaraSystem using existing system, the DefaultEffectType set in ProjectSettings is not reflected.

UE - Niagara - Jul 24, 2023

When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...

Instance overlap functions for Foliage Instanced Static Meshes detects instances inconsistently

UE - World Creation - Worldbuilding Tools - Foliage - Apr 14, 2022

Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...

FVulkanDynamicRHI::RHIReadSurfaceData​ incorrect for FLinearColor​.

UE - Rendering Architecture - RHI - Mar 4, 2024

The FLinearColor implementation for FVulkanDynamicRHI is incorrect. FLinearColor stores 32 bit floats in linear space, while FColor stores 8 bit integers encoded with sRGB applied. The implementatio ...

Player Character does not collide with landscape

UE - LD & Modeling - Terrain - Landscape - Mar 8, 2015

UPDATE: 3/9/2015 Additional Information: User on thread https://answers.unrealengine.com/questions/186928/landscape-collison-issues-recreatelandscapecollisi.html reported workaround did not fix e ...

Crash occur when using AddSpawnableFromClass with BlueprintGeneratedClass specified

UE - Anim - Sequencer - Aug 13, 2019

BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...

FIXIF: Using the Merge Blueprints feature crashes the editor

UE - Gameplay - Blueprint - Feb 18, 2015

Using the Merge Blueprints feature crashes the editor. This repro is for clicking between the error and warnings while merging, but the editor will generally crash if the Merge is finished or if an ...

When using Set Master Pose Component, crash occurs when target has cloth

OLD - Anim - May 18, 2017

Description: Appears directly related to using Set Master Pose Component when the target component has cloth Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Lin ...

[CrashReport] UE4Editor_SlateCore!FHittestGrid::FindFocusableWidget<<lambda_3a8b364273a2882da220e6e492096c17>,<lambda_d0075a811a928600995d1b2de6795365>,<lambda_105424556dbaeebf7f5bf9bed3e2f737> >() [hittestgrid.cpp:397]

UE - Editor - UI Systems - Jun 18, 2018

No user comments in crash group 394 for (StrideCellPoint[StrideAxis] = StrideAxisMin; StrideCellPoint[StrideAxis] <= StrideAxisMax; ++StrideCellPoint[StrideAxis]) 395 { 396 ** ...

Sequencer fails to package during Build command for ASTC

UE - Platform - Mobile - Jan 15, 2017

When attempting to test for ESDSR on Android, the Sequencer project fails to package towards the end of the Build Command. Runtime/OpenGLDrv/Public\OpenGLESDeferred.h(267,5) : warning: 'OPENGL_ES2 ...

[CrashReport] UE4Editor_Core!FWindowsWindow::Initialize() [windowswindow.cpp:199]

Tools - Mar 1, 2017

Error message: Assertion failed: 0 [Link Removed] [Line: 199] Window Creation Failed (1158) Source Context: 184 VirtualHeight = ClientHeight; 185 186 // We call reshape w ...