[CrashReport] UE4Editor_UnrealEd!UFbxSceneImportFactory::ImportOneSkeletalMesh() [fbxsceneimportfactory.cpp:2017]

Tools - Nov 10, 2017

This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 2014 USkeletalMesh *ImportedSkelMes ...

Engine\Build\IOS includes an expired certificate

UE - Platform - Mobile - Jan 2, 2019

\Engine\Build\IOS\AppleWorldwideDeveloperRelationsCA.pem is out of date. This causes a warning to appear when submitting app.  Workaround: Install latest WWDR ( https://answers.unrealengine.co ...

[Iris] DestroyObjectsPendingDestroy not called on server with no clients

UE - Networking - Iris - Mar 25, 2025

In UNetDriver::TickFlush, UReplicationSystem::PreSendUpdate is not called on the server when it does not have any client connections. PreSendUpdate is where DestroyObjectsPendingDestroy is called fr ...

UnrealVS is not working in Visual Studio 2017

UE - Foundation - Core - Mar 17, 2017

The UnrealVS add-on appears to install correctly in Visual Studio 2017 (resolved in [Link Removed]), but it does not appear to be working correctly in that version of Visual Studio once it is instal ...

Instanced Static mesh does not LOD at the same screen distance as standalone mesh

UE - Graphics Features - Nov 11, 2014

DESCRIPTION: When using instanced static mesh component in a blueprint that has LODs the normal distances for LODs are not reflected for the instanced static mesh component. AH Post: https://answe ...

Crash in a packaged project when loading into a level after a nativized Anim BP grabs a PoseSnapshot using a FName

OLD - Anim - Oct 25, 2019

In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...

Mesh Renders in Main Pass if Both "Render CustomDepth Pass" & "Render in Depth Pass" Are Enabled, While "Render In Main Pass" is Disabled

UE - Rendering - Graphics Features - Dec 25, 2019

Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...

SetOneWayInteraction functionality has no effect on the simulation

UE - Runtime - Simulation - Nov 11, 2022

Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...

Queued AnimNotifies skipped on Server via CharacterMovement.

From a licensee: The issue is that under certain edge conditions I am experiencing Anim Notifies not being executed on our Dedicated Server ( it is an off case, so they typically do work, there a ...

Water plugin's RVT/ISR shader permutations fail PSO creation with instanced stereo (D3D12 SM6)

UE - Rendering - Architecture - RHI - Jun 4, 2026

With Instanced Stereo Rendering enabled and the Water plugin enabled (default), PSO precaching speculatively compiles WorldGridMaterial × FWaterVertexFactory* permutations for the Runtime Virtual Te ...