Mac project being rejected from app store over read/write access

UE - Platform - Apple - Jan 20, 2016

Game was rejected from the Mac App Store for attempting gain read/write access to directories which weren't permitted. Reporter of issue has proposed a possible fix on his AnswerHub post: These tw ...

[CrashReport] UE4Editor_UnrealEd!FAssetEditorToolkit::GetDefaultTabIcon()

Tools - Nov 2, 2017

This is a fairly common crash that occurs in the 4.17 and 4.18 releases. This callstack was originally being tracked under [Link Removed], but that had specific repro steps that were confirmed fixed ...

Unable to override private Blueprint variables in child classes

UE - Gameplay - Blueprint - Jun 16, 2022

In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...

USkeletalMeshComponent::HandleExistingParallelClothSimulation() calling WaitUntilTaskCompletes can trigger arbitrary task that modifies currently iterated UWorld::ComponentsThatNeedPreEndOfFrameSync

UE - Rendering - Architecture - Feb 23, 2024

Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...

Physics Asset primitives are being created with the default Name as None instead of BoneName_PrimitiveType

UE - Editor - Content Pipeline - FBX - Oct 27, 2024

When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...

[CrashReport][Crash] Engine!FSceneViewport::UpdateViewportRHI() [SceneViewport.cpp]

UE - Rendering - RHI - May 29, 2026

#200 crash out of 2101 in UE 5.8 on Windows#34 crash for UE - Rendering - Architecture in UE 5.8 on Windows#20 crash for UE - Rendering - Architecture - RHI in UE 5.8 on WindowsAssertion failed: IsI ...

AutoSize triggers ensure on shortened Skel Anim Section moved past anim length

zComponent - Archive - May 26, 2026

In Sequencer, calling "Edit > Auto Size" on a UMovieSceneSkeletalAnimationSection triggers the LowerBound > UpperBound ensure in UMovieSceneSection::SetRange (MovieSceneSection.h:333) when the secti ...

Orientation Warping breaks incoming poses where bones are in component space

UE - Characters - Animation - Apr 17, 2025

The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...

Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor

UE - World Creation - Worldbuilding Tools - World Partition - Dec 18, 2025

Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...

Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine

UE - Runtime - Animation - Jan 22, 2026

Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...