PCG: Unable to use Attribute property overrides to target nested struct properties, such as BodyInstance.CollisionProfileName due to how it's validated in PCGMeshSelectorByAttribute.cpp

UE - World Creation - Procedural Tools - PCG Workflow - Jun 17, 2025

Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...

Crash While Compiling Blueprint in FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes()

UE - Gameplay - Blueprint - Jun 7, 2016

Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...

LIVE: EDITOR: SPEEDTREE: CRASH: When using SpeedTree with Fracture Tool editor crashes

UE - Graphics Features - Aug 11, 2014

Crash Reporter information added for 4.7.2 - 4.7.6 Also Reproduced in Main Promotable-CL-2527312 Crashes from current engine seem to be predominately from Open World Content Assets. including Rep ...

Crash when playing NiagaraSystem with mesh renderer in CPUSim with Compress Attributes enabled when stompmalloc is enabled

UE - Niagara - Jul 16, 2024

Crashes when playing Niagara particles with the following conditions enabled. It crashes only when stompmalloc is enabled, not when disabled. Enable Ray tracingEnable Compress Attributes in System P ...

Body Setup of a Static Mesh with Simple Collision will pass validation, but removing it and using only a Complex collision and setting Collision Complexity "Use Complex as Simple" will fail validation: "Bone None requires at least one collision shape".

UE - Simulation - Gameplay - Oct 20, 2025

Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...

When using Perforce, saving a level over another leaves the target umap file as "marked for delete"

UE - Editor - Workflow Systems - Mar 11, 2025

When working on a level asset and using command "File – Save Current Level As..." to save it over a different level asset, the engine first deletes the target level (that's going to be overwritten) ...

[CrashReport] UE4Editor_Core!FArchiveFileReaderGeneric::InternalPrecache() [filemanagergeneric.cpp:697]

UE - Foundation - Core - Jun 20, 2016

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: Assertion failed: false [Link Remo ...

Variant Manager: LevelVariantSets asset corruption after rename or duplicate

UE - Editor - Content Pipeline - Oct 24, 2025

When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...

[CrashReport] UE4Editor_CoreUObject!UObjectProperty::SerializeItem() [propertyobject.cpp:39]

UE - Gameplay - Blueprint - Apr 19, 2016

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 ( ...

Dirty Actors in WP lose their actor folder in the outliner (and cause warnings) on PIE

UE - World Creation - Worldbuilding Tools - World Partition - Mar 20, 2023

From Licensee: You can reproduce this in stock by doing the following:Make a new 5.1 project with a new WP map (it can be empty)Put some actors in some folders in the outliner and save them/reload ...