Editor crashes if opening a sublevel containing a navmesh when persistent level is open

UE - AI - Sep 8, 2015

If the persistent level is open and a user attempts to open a sublevel that contains a navmesh, the editor will freeze and then crash. Frequency: 3/3 Crashreporter: N/A ...

Changing a value inside a struct exposed to blueprints removes struct from blueprints and gives error upon compiling and saving blueprint

UE - Foundation - Cpp Tools - Hot Reload - Sep 28, 2015

If a user creates a C++ class that contains a struct and references that struct within a blueprint, making any changes to the struct within C++ header file will prevent the user from saving the blue ...

Hot reloading after changing custom trigger volume code causes the volume bounds to vanish

UE - Gameplay - Nov 28, 2016

When the code for a custom trigger volume is changed and a hot reload is preformed, the green bounds of the volume disappear and the volume can no longer be interacted with. The bounds do not reapp ...

Actor Sequence Component Not Working While Playing in Standalone

UE - Anim - Sequencer - Jun 6, 2017

When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...

[CrashReport] Assertion failed: Size == CreateInfo.ResourceArray->GetResourceDataSize in d3d11vertexbuffer.cpp

UE - Graphics Features - Aug 22, 2017

This is a trending crash in the 4.17 release. Users have not provided descriptions of their actions when the crash occurred. Source Context 61 // If a resource array was provided for the ...

Actor Variable References settable when in type array in Level blueprint

UE - Gameplay - Blueprint - Nov 13, 2017

There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...

[CrashReport] UE4Editor_Landscape!FLandscapeComponentSceneProxy::CalculateLODFromScreenSize() [landscaperender.cpp:1522]

UE - LD & Modeling - Terrain - Landscape - Mar 27, 2018

No user comments in crash group 1511 if (PreferedLOD >= 0.0f) 1512 { 1513 PreferedLOD = FMath::Clamp<int32>(PreferedLOD, FMath::Max((float)FirstLOD, MinValidLOD), FMath::Mi ...

Unable to delete levels with Particles in them

UE - Gameplay - Oct 9, 2019

The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...

Instances In a Hierarchical Instance Static Mesh Component Don't Retain PerInstanceRandom Values When Rotated

UE - Graphics Features - Dec 9, 2019

When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...

Network Emulation outgoing dropped packets on client higher than expected

UE - Networking - Oct 14, 2022

Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...