[CrashReport] Linux crash - TOpenGLBuffer<FOpenGLBaseVertexBuffer, 34962u, &()

UE - Platform - Linux - Sep 14, 2017

This is an infrequent Linux crash that has affected a few users in 4.17.1 Callstack from Log[2017.09.12-17.23.41:651][ 0]LogRHI: OpenGL MajorVersion = 4, MinorVersion = 5, ShaderPlatform = GLSL_43 ...

Crash on attempt to clear(NullifyInstance) of duplicated Hierachial Instanced Static Mesh

Tools - May 31, 2019

When creating an C++ Actor with a Hierarchical Instanced Static mesh. when duplicating such an actor with mesh instances, the instances are not visible on the level. In this state, calling HISM comp ...

[CrashReport] UE4Editor_UnrealEd!FEdGraphUtilities::PostProcessPastedNodes() [edgraphutilities.cpp:138]

UE - Gameplay - Blueprint - Jan 24, 2017

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...

[CrashReport] UE4Editor_Renderer!FRendererModule::DrawTileMesh() [renderer.cpp:51]

UE - Rendering Architecture - Materials - Jan 12, 2017

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...

Map placed actor binding to another actor's Event Dispatcher (multicast delegate) results in duplicate bindings after blueprint recompile

UE - Framework - Blueprint - Apr 17, 2025

Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...

Crash when returning to viewport from immersive mode with an editor window tabbed beneath

Tools - Mar 2, 2015

When the user enters immersive mode by hitting f11 and then opens the material editor, (which opens tabbed in the editor underneath the immersive display)The engine crashes when hitting attempting t ...

Editor Crashes when copying/pasting a custom event function that was within a separate function to an event graph if the custom event was created in another blueprint

UE - Gameplay - Blueprint - Jan 16, 2015

Editor crashes when a custom event node is called as a function within a different blueprint in a separate function, then copied and pasted into the event graph of the second blueprint, the executio ...

Crash when changing a Play Node's "Sequence" to a Montage

OLD - Anim - Jan 20, 2016

I understand that this is not something you're intended to be able to do (Montages aren't used this way), but we should bar the user from inserting a montage into this variable slot. Crash occurs w ...

Having lots of SpeedTrees loaded in/out/in with level streaming causes crash with Standalone game

UE - Foundation - Core - Jan 21, 2015

Description: When using lots of static meshes placed in the scene and using level streaming to switch levels out can cause standalone game to crash while loading the map back in. For example, if you ...

[CrashReport] Assertion failed: TaskDataArray.Num() == Exporter->VolumetricLightmapTaskGuids.Num()

UE - Graphics Features - Lumen - Oct 2, 2017

This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...