[CrashReport] UE4Editor_AssetRegistry!FPackageReader::operator<<() [packagereader.cpp:479]

UE - Foundation - Core - Aug 21, 2017

This is a regular and longstanding crash that has occurred since at least the 4.14 release. The majority of the crashes occur on non-vanilla builds, although there have been a few vanilla crashes. ...

GameInstance and subsystem initialization order is incorrect for Play In Editor

UE - Gameplay - May 18, 2023

The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...

The Remove-On-Break feature, set on Fracture Mode on Geometry Collections, stops shrinking and shows strange behaviors

UE - Simulation - Visual - Oct 15, 2024

The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...

Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor

UE - Gameplay - Blueprint - Jun 17, 2016

Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...

RemoteMac.cs fails to build if ProjectFile is null

UE - Platform - Mobile - May 17, 2019

See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...

'Call In Editor' events on components are not exposed in the details panel

UE - Gameplay - Mar 3, 2017

Request for an Actor Components Blutility 'Call In Editor' events to be accessible from derived class. It would also be expected to see the Blutility dropdown selection and Run button in the actors ...

Plugin Config filenames need to be different for Engine vs Game plugins

UE - CoreTech - Aug 16, 2021

Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...

Crash when removing native root component from code after creating a Blueprint class based on the native class.

UE - Gameplay - Blueprint - Jul 27, 2015

Crash occurs when removing the native root component from code and then attempting to reopen a Blueprint Class asset that was based on the native parent class. Seems like maybe the 'AttachParent' f ...

[CrashReport] Assertion failed: !PinRef->bWasTrashed | UEdGraphPin::SerializePin()

UE - Gameplay - Blueprint - Aug 29, 2017

This is a common and longstanding crash that has occurred since at least 4.15 and affected nearly 500 users. The CrashGroup was previously linked to [Link Removed], but that had specific repro step ...

[CrashReport] UE4Editor_MeshPaint!FBaseMeshPaintGeometryAdapter::GetVertexPosition() [basemeshpaintgeometryadapter.cpp:70]

UE - Simulation - Physics - Character - Nov 2, 2017

This is a trending crash coming out of 4.18, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 57 const TArray<FVec ...