Slate memory stomp on engine shutdown caused by invalidation panel

UE - Editor - UI Systems - Slate - Feb 8, 2017

A licensee reported a crash happening when the engine shuts down. We determined it only occurred when invalidation panels are used, likely caused by a call to ClearChildren on a canvas panel in an i ...

[CrashReport] UE4Editor_Kismet!SBlueprintPaletteItem::OnNameTextCommitted() [sblueprintpalette.cpp:1319]

UE - Gameplay - Blueprint - Sep 28, 2017

This is a trending crash after the 4.17.2 hotfix, although it has existed since the 4.16.1 hotfix. User Descriptionswas creating a new graph in a blueprint ...

Editor becomes unresponsive/freezes when a Geometry Collection is destroyed by a Hit Event while simulating

UE - Simulation - Physics - Destruction - Apr 19, 2023

This is a regression. Tested in //UE5/Release-5.1 CL23901901 When a geometry collection is destroyed by an On Hit event the editor becomes unresponsive and never recovers. No crash is generated. ...

Packaging fails with Event Driven loader enabled and two function libraries reference each other

UE - Foundation - Core - Mar 29, 2017

Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to creat ...

Keeping editor unfocused while in PIE leads to memory leak

UE - Foundation - Core - Jun 22, 2016

Keeping editor unfocused while in PIE leads to memory leak, eventually freezing the editor. The editor must be closed through task manager and leaves no crash report or log error. ...

RemoveWindSource modifies game thread array while in a parallel for loop.

UE - Simulation - Physics - Apr 16, 2021

FScene::RemoveWindSource is called from a parallel for loop, and concurrently deletes wind component pointers from the same game thread array causing crashes when the scene contains multiple wind so ...

FAnimNode_TransitionPoseEvaluator uses FStackAttributeContainer to cache data over multiple frames

UE - Anim - Runtime - Sep 15, 2021

FAnimNode_TransitionPoseEvaluator can cache a pose over multiple frames using FStackAttributeContainer rather than the heap equivalent. This will likely crash at some point if any user uses the cac ...

Changing BlueprintCallable function's code results in Warning in blueprint that should be considered an Error

UE - Gameplay - Blueprint - May 3, 2016

A user reported an issue where, if a BlueprintCallable function's parameters are edited, a blueprint using a BlueprintCallable function will give warnings instead of an error for a problem after the ...

Ensure on Mac when applying materials from content browser

UE - Rendering Architecture - Materials - Mar 14, 2015

User reports that dragging materials into the editor from the content browser causes a hitch, followed by an ensure that. The user could not produce a crash report. Logs included Unable to reprodu ...

Using a Sequencer event track to set playback position to a time before the event will cause an infinite loop

UE - Anim - Sequencer - Nov 10, 2017

Creating a Sequence with an event track that calls SetPlaybackPosition to a time prior to the event key will cause a crash 100% of the time. This will occur even if the event is set up to only fire ...