[CrashReport] UObjectBaseUtility::IsA | UObjectProperty::SerializeItem

UE - Gameplay - Aug 15, 2017

This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...

Engine Plugins are failing to be created

UE - Foundation - Cpp Tools - UnrealBuildTool - Apr 19, 2017

Engine plugins are not being successfully created. Output log reads that the Path QAGame/Plugins cannot be found leading me to believe that it is not creating the Plugins folder for the project. N ...

Crash in FNiagaraGPUInstanceCountManager::AddDrawIndirect when Android Vulkan Mobile preview platform is enabled

UE - Niagara - Nov 14, 2024

In the Android Vulkan Mobile preview mode, when multiple GPU niagara systems are visible and the user moves the camera around the level it can cause a crash, potentially caused by a race condition o ...

TakeRecorder does not add a track to a level sequence when niagara FX is spawned

UE - Anim - Sequencer - Mar 5, 2024

In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...

Crash when Importing .OBJ using the File > Import into Level Option

UE - Editor - Content Pipeline - Import and Export - Sep 6, 2016

This JIRA is being entered as a result of it being one of the top crashes in 4.13.0. Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 1671 ...

Create a "Input Device User Mapping Schema" of some kind for PC

UE - Gameplay - Input - Feb 13, 2024

When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...

FStateTreeExecutionContext::GetDebugInfoString() outputs wrong info and crashes when using linked state trees

UE - AI - Debugging - Apr 17, 2025

When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...

Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering - Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

Input Mapping Context entries can get into a corrupted state when swapped with another entry that has a Combo Trigger.

UE - Gameplay - Input - Aug 23, 2024

This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...

[CrashReport] Crash When Enabling OSVR Plugin

UE - Platform - XR - May 11, 2016

The editor is crashing when the OSVR plugin is enabled. Error Message: Unknown exception - code c06d007e (first/second chance not available) Source Context: 465 // Assign the already load ...