Crash: Changing Material Property Overrides of Material Instance

UE - Graphics Features - Dec 14, 2016

When a material has a static bool parameter AND this is overridden in a material instance, Trying to change Blend Mode or Shading Model under the Material Property Overrides crashes the editor. Thi ...

Foliage meshes do not appear in high res screenshots after certain amount

UE - World Creation - Worldbuilding Tools - Foliage - Aug 24, 2017

When using the Engine's High Res Screenshot tool, there is a limit on the amount of foliage that can be present before the meshes stop appearing. This number is around 1500 meshes, though I was not ...

[CrashReport] UE4Editor_MediaAssets!UMediaPlayer::GetPlaylistRef() [mediaplayer.h:890]

Media Framework - Jul 19, 2018

Comment from user:double clicked on a media player asset that I just cloned 880 /** 881 * Get the current play list. 882 * 883 * @return The play list. 88 ...

Crash when applying a LandscapeVisibilityMask material to a Landscape's material slot

UE - LD & Modeling - Terrain - Landscape - Apr 28, 2017

Crash that occurs when applying a masked material (with LandscapeLayerBlend and LandscapeVisibilityMask) to a Landscape's material slot. This is a regression: broken in 4.16.0 CL 3405315 worked in ...

Particle Systems Feed Broken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled

UE - Niagara - Jul 11, 2019

Particle Systems Feed Boroken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, ...

UMG Editor Will Compile Incorrect Node And Crash When Called During Runtime

UE - Editor - UI Systems - Dec 26, 2019

The UMG editor will compile as if the blueprints is valid if you make "Get Text" node from a TextBlock variable, delete it and create a EditableText variable with the same name. When running a scene ...

Blueprint's location reset to 0, 0, 0 after being detached in a network environment

UE - Networking - Apr 24, 2017

Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...

Custom Mesh Component gives incorrect bounds

OLD - Anim - Jun 16, 2017

Custom Mesh Component > Get Component Bounds gives incorrect bounds > Box Extent User Description: [4.16.1] Using "Get Component Bounds" on a Custom mesh component gives unusual numbers for the Bo ...

AttachRootComponentToActor being used over a network can cause an Ensure (previously an Assertion) to be triggered.

UE - Gameplay - Jan 11, 2016

This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...

[MetaSounds] - Changing an Input to Modulation Parameter crashes editor due to module load order

UE - Audio - MetaSounds - May 27, 2022

Setting an Input type on Modulation Parameter crashes the editor with:Assertion failed: Pair != nullptr [File:E:\SMoyls_UE5_Release-5.0\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 643 ...