Crash reimporting a skeletal mesh with less Material IDs than on first import

NOTE: Does not occur in 4.16, entered this to find a fix for licensee to integrate. Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out o ...

Material instances with switches uses large amount of memory

UE - Graphics Features - May 12, 2017

-In our code the base flatten material contains a lot of material switches.- -Another person here found that if an instance material has switches, then shader code is generated for it at cook time ...

Users Unable to create C++ Projects

UE - Foundation - Core - Mar 6, 2015

2nd AH post with the same issue: https://answers.unrealengine.com/questions/183441/cant-load-c-projects.html Multiple people have reported not being able to create a C++ project. Creating a Bluepr ...

Engine/Extras/MayaLiveLink not provided in install directory

OLD - Anim - Nov 19, 2018

According to the Maya Live Link documentation, the zip file should be provided in the engine installation. https://docs.unrealengine.com/en-us/Engine/Animation/Live-Link-Plugin/Connecting-Unreal-Eng ...

Sub Animation Blueprint causes crash when compiling character BP

OLD - Anim - Dec 9, 2016

Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 931 OutputCurveMap(AnimationCurves[(uint8)EAnimCurveType::AttributeCurve], Canvas, Displa ...

Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI

UE - Runtime - Deformable - Apr 22, 2025

Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI. The licensee noticed that the Trailing event is not available to BPs. It's expected that the same data avail ...

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]. ...

TargetArray nodes are reported as invalid if played in Standalone mode but not in PIE

UE - Gameplay - Blueprint - Feb 20, 2015

TargetArray nodes are reported as invalid if played in Standalone mode and the blueprints they are contained in are not rendered. Playing in PIE however works correctly and all blueprints are rende ...

Wind Directional Source is not updated when changing values via blueprints

UE - Gameplay - Blueprint - Sep 29, 2014

CL: 2306964 Link: https://answers.unrealengine.com/questions/105058/speedtree-wind-dir-source-actor-not-refreshing-fro.html Description: Cannot set the Wind Directional Source component settings via ...

Pins using SGraphPinNameList do not handle reset correctly and do not have a "None" entry

UE - Framework - Blueprint Editor - Sep 15, 2023

From the UDN licensee: I put together a draft PR of something that should work. As I mentioned in the PR, this works as expected with one caveat; in SPinComboBox::Construct we are hardcoding the to ...