Crash saving a destructible mesh after creating it from static mesh

UE - Simulation - Physics - Destruction - Sep 29, 2016

Crash occurs when saving a destructible mesh after creating it from a static mesh. ...

Material expression If node has been broken, major regression that shipped in 4.6

UE - Graphics Features - Dec 9, 2014

This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...

Crash Occurs When Switching Value on TMap

UE - Gameplay - Blueprint - Mar 15, 2017

The editor seems to be intermittently crashing when switching the value of a Map variable. I've only been able to get this to occur when switching from one type to a Vector at this time. ...

macOS build appears to hang due to UBT deadlocking on ps buffer

UE - Foundation - Cpp Tools - Apr 22, 2021

Licensee reports buffer deadlock issue in System/BuildHostPlatform.cs (lines 283-329). Moving Proc.WaitForExit() to after the for-loop seems to resolve the issue for them.publicoverride ProcessInf ...

OnComponentWake Event does not trigger when the physical body is awoken by a Force

UE - Simulation - Physics - Feb 27, 2025

OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...

[CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::operator=() [weakobjectptr.cpp:28]

UE - Anim - Sequencer - Nov 3, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...

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 ...

Multiple Materials not assigned to Mesh on Import

UE - Editor - Content Pipeline - Import and Export - Jan 6, 2017

Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...

Crash applying animation blueprint with sub instance to Skeletal Mesh Component

OLD - Anim - Aug 3, 2016

Crash occurs when the user sets Anim Class in a Skeletal Mesh Component to an animation blueprint with a Sub Anim Instance node. ...

[CrashReport] UE4Editor_Engine!USkeleton::GetSmartNameContainer() [skeleton.cpp:1315]

OLD - Anim - Oct 5, 2016

Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 1300 FSmartNameMapping* Mapping = SmartNames.GetContainerInternal(ContainerName); 1301 ...