D3D12 Does Not Correctly Validate Static Uniform Buffers Correctly

UE - Rendering - RHI - Feb 12, 2025

When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...

Editor asserts when deleting a morph target from a skeletal mesh

UE - Editor - Open File Formats - Asset Migration - Oct 24, 2022

TAttributeContainer::CopyFrom crashes when container contains invalid bone indices for active mesh

UE - Runtime - Animation - Jun 16, 2024

Currently there's no validation within the animation attribute container that bone ids are valid.  This means that client/game code can add attributes with invalid bone ids into the container and th ...

GAS: RemoveActiveGameplayEffect crashes when called during world teardown for periodic GEs

UE - Gameplay - Gameplay Ability System - Mar 2, 2023

AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...

Crash When Loading Cooked Material Assets in Editor Due to Shader Serialization

UE - Rendering - Architecture - Shaders - Aug 27, 2025

In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...

Check inside FAssetSourceControlContextMenuState/FPerforceSourceControlProvider

UE - Editor - Oct 31, 2023

The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work.

UE - Runtime - Simulation - Nov 22, 2024

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...

Invalid Operand "WorldPartition" when calling FAutomationEditorCommonUtils::CreateNewMap();

UE - Engine Scaling - Streaming - World Partition - May 13, 2022

LogAutomationController: Error: LogEditCondition: WorldSettings - EditCondition attempted to use an invalid operand "WorldPartition". ...

UInstancedStaticMeshComponentRemoveInstances crashes if called with an empty array

This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...

Compressed anim sequence data isn't updated immediately when a mesh is reimported

UE - Runtime - Animation - Mar 21, 2022

It seems that when reimporting a mesh that has added bones we aren't updating the compressed data within the anim sequences to account for the change in indicies of the virtual bones. If a user cal ...