[CrashReport] Crash on Mac due to uncaught exception 'NSRangeException' - NSCFConstantString characterAtIndex

UE - Platform - Apple - Jul 27, 2017

This is a common and longstanding community crash on Mac. Users have not provided descriptions when they crash, so additional information is currently not available. A log file is attached. Callsta ...

[Enhanced Input] Chord trigger fails when its referenced action lives in a lower-priority IMC

UE - Gameplay - Input - May 18, 2026

Summary A UInputTriggerChordAction does not fire when the action it references (the "chording action") is mapped in a different Input Mapping Context with a lower priority than the IMC containing the ...

[CrashReport] Assertion on Mac in FCocoaRunLoopSource

UE - Platform - Apple - Jun 14, 2017

This is a common crash among Mac users in 4.16. It is spread out among many separate CrashGroups, with slight variations in Callstack. Some Example CrashGroups [Link Removed] [Link Removed] [Link ...

Crash in NaniteStreamManager when Nanite data fails to decode corrupt data from DDC

UE - Graphics Features - Nanite - Sep 11, 2024

If Nanite data becomes corrupt in the DDC, the Editor may crash in FStreamingManager::InstallReadyPages() when the Pending.State is FPendingPage::EState::DDC_Ready but the resulting SrcPtr is null b ...

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 ...

Crash in MaterialInstance when deleting a layer

UE - Graphics Features - May 4, 2021

Repro from licensee here - [Link Removed] ...

Mover | FStanceModifier adjustment teleport on Crouch/Uncrouch can fail when child components intersect world

UE - Gameplay - Player Movement - Mover - Feb 3, 2026

Context When crouching and uncrouching with Mover’s DefaultMovementSet, the pawn capsule’s half height is changed. This behavior mimics the CharacterMovementComponent. To ensure the pawn’s feet sta ...

AttachRootComponentToActor being used over a network can cause an Ensure (previously an Assertion) to be triggered.

UE - Gameplay - Jan 11, 2016

This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...

Performing a Hot Reload after changing a custom component code class can make the component unusable in Blueprints, or crash the Editor.

UE - Gameplay - Blueprint - Feb 19, 2015

Performing a Hot Reload after altering a custom component code class can make the component unusable in Blueprints, and even crash the Editor. WORKAROUND: Close and re-open the Editor. ...

NiagaraSystem with EniagaraGpuComputeTickStage::PostInitViews rarely crashes due to multi-thread race conflicts

UE - Niagara - Mar 1, 2025

NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...