[CrashReport] UE4Editor-D3D11RHI!static void TerminateOnDeviceRemoved(HRESULT, struct ID3D11Device *) [D3D11Util.cpp:160]

UE - Rendering - Architecture - RHI - May 6, 2020

This ticket tracks instances of D3DHung crashes now that Aftermath has been enabled in 4.25.0. [Link Removed] was marked fixed and closed with the enabling of Aftermath. Error Messages: Fatal err ...

CookAdditionalFilesOverride Context struct

UE - Core - Data Pipeline - Cooker - Sep 23, 2022

virtual void UObject::CookAdditionalFilesOverride allows non-package files to be copied or created during the cook whenever a UObject of your class is in a package that is cooked. This is useful for ...

Cook Determinism - Construction Scripts and ChildActorComponent issues with DiffCooks

UE - Framework - Components - Jul 26, 2024

To step through the issue, in the -DiffOnly cook add a breakpoint to UChildActorComponent::OnRegister and UChildActorComponent::OnUnregister. It should hit 4 times:Once when LoadPackage loads the ma ...

Water: Data race calling MarkOwningWaterZoneForRebuild from FWaterBodyInfoMeshSceneProxy constructor during concurrent render state creation

UE - Graphics Tools - Terrain - Water - Oct 14, 2026

Summary The FWaterBodyInfoMeshSceneProxy constructor (WaterBodyInfoMeshComponent.cpp) calls UWaterBodyComponent::MarkOwningWaterZoneForRebuild(). The proxy is created from CreateRenderState_Concurren ...

Warning Failed to find object 'Class None.NewBlueprint' appears on any selection ChildActor Component in BlueprintEditor

UE - Framework - Blueprint Editor - Dec 14, 2021

Summary: The following warning appears on each selection of any ChildActorComponent inside Blueprint Editor:LogUObjectGlobals: Warning: Failed to find object 'Class None.NewBlueprint1' (where NewBl ...

Create a "Input Device User Mapping Schema" of some kind for PC

UE - Gameplay - Input - Feb 13, 2024

When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...

Destructing NiagaraParameterStores causes multi threading write conflict

UE - Rendering - Architecture - Niagara - Jan 26, 2022

FNiagaraParameterStore::UnbindAll() may be called from both GameThread and RenderingThread. Each may modify the same Binding array, it causes infrequent crashes. In my environment, I was able to r ...

Noise Material Expression is rendering outside Min and Max Range with High Position Values

UE - Graphics Features - Mar 31, 2015

The Noise Material Expression is rendering values well outside the Min and Max Range set in the Expression node. Also Reproduced in Main Promotable-CL-2469752 Alerted the user to suspicions and su ...

Creating a copy of BSP after fliping it in geometry edit mode cause the copy to be invisible

UE - LD & Modeling - Modeling Tools - BSP - Aug 29, 2014

Branch Build Label UE4-Main Promoted-CL- 2270796 DESCRIPTION: If a player goes into geometry edit mode and flips a bsp then makes a copy of it the copy will appear invisible ADDITIONAL NOTES: A ...

Montage Editor calls NotifyEnds of AnimNotifyState even when paused

UE - Runtime - Animation - Oct 13, 2023

In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...