Attempting to apply instance changes to blueprint after altering a struct array crashes editor

UE - Gameplay - Blueprint - Dec 14, 2015

Editor crashes if a struct array that has been made editable is edited in an instance within the details pane of the level viewport, then the changes are applied from the instance to the base bluepr ...

Editor crash when adding mesh renderer elements in Niagara

UE - Rendering - Architecture - Niagara - Jul 8, 2025

When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...

The editor crashes to Assertion Failed after enabling a light's "Lighting Channels" from the "Light Mixer" panel

UE - CAPT - Tools - Feb 9, 2026

The crash only occurs when enabling the channels of lights that are part of the "BP_SphereLight" or "SM_CubeLight". Enabling the channels of a single "PointLight" or "SpotLight" doesn't crash the ed ...

GAS: Removing an AttributeSet followed by removing an active GameplayEffect results in client crash

UE - Gameplay - Gameplay Ability System - Aug 23, 2023

Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...

An ensure is triggered when a StaticMesh is set inside a StaticMeshComponent on an actor, and another actor references the static mesh actor from two child actor components.

UE - Framework - Blueprint - Feb 5, 2025

There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...

ARM64 projects crash on device with Signal 11 with GooglePlay plugin enabled

UE - Platform - Mobile - Sep 20, 2016

When launching ASTC ARM64 packaged project onto S7, it'll crash with Signal 11. It seems very similar to [Link Removed]. ...

Geometry Collections built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors

UE - Runtime - Deformable - Nov 17, 2025

Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...