Converting BSP to static mesh on Linux causes the editor to crash

UE - Platform - Linux - Mar 11, 2016

Converting a BSP to a static mesh will freeze and crash the editor when done on Linux. Windows does not exhibit the same conversion crash. ...

Niagara Fluids Grid3D_Gas_Explosion causes a crash

UE - Niagara - May 4, 2022

Placing Grid3D_Gas_Explosion into a level then packaging the level for windows will crash the packaged project. The package will give an error that it crashed while loading and quit.  This does not ...

Bugg 66074: "SEGV_MAPERR at 0x3"

Tools - Aug 31, 2015

The user is getting a consistent error which does not allow him to open projects in 4.8 and 4.9. Five reports from user's machine produce identical callstacks: Bugg 66074: [Link Removed] ...

Datasmith Tessellation does not work as operator in the visual dataprep

UE - Editor - Content Pipeline - Visual Dataprep - Aug 18, 2021

Crash when playing a HapticFeedbackEffect_Soundwave

UE - Platform - XR - Aug 30, 2016

Array is -1 indexed, causing a crash. Fix is already in Dev-VR. Integrate to 4.13.1 (CL 3106922) ...

Using the Clean command in XCode prevents the editor from opening

UE - Platform - Apple - Nov 18, 2015

In XCode, if the Product->Clean option is used, the editor from the launcher will not open. Workaround: This can be fixed by running Verify from the Launcher. ...

Disabling Leap Motion and packaging a game causes an error

UE - Foundation - Cpp Tools - Plugin System - Sep 8, 2015

Disabling Leap Motion plugin from your game and packaging it causes an error to occur. This also occurs on: 4.10.0-2680506 ...

Ensure condition failed: PrimitiveComponent tried to render with Material MaterialInstanceDynamic, which was not present in the component's GetUsedMaterials results

UE - LD & Modeling - Terrain - Landscape - Feb 22, 2017

Top 10 ensure in 4.15. There was a fix submitted for [Link Removed] which was verified as following those steps to reproduce no longer causes this. ...

Crash when selecting ResizeMode "Invalid" of ChangeComponentSize on LandScapeEditor.

UE - LD & Modeling - Terrain - Landscape - Dec 21, 2017

check(0) is used in UpdateComponentCount () of LandscapeEditorObject.h. This looks like an intentional check, but there is a possibility that the user may mistakenly select it. ...

Renaming a Blueprint variable loses override in grandchild Blueprint

UE - Gameplay - Blueprint Compiler - Nov 26, 2019

Renaming a Blueprint variable loses override in grandchild Blueprint. Modifying and saving the BP_Child fixes the issue with BP_Grandchild losing overrides.  ...