Crash compiling animation blueprint with Spline IK node

UE - Anim - Rigging - Dec 13, 2016

Crash occurs when compiling an animation blueprint with a Spline IK node. This seems to occur only with the Start and End Bone settings set a certain (perhaps incorrect) way. In the example given, ...

Editor crash when a spline component is added to a blueprint and compiled

Tools - Sep 7, 2016

Most recent user affected CL: 3106830 (4.13.0) Error message: Access violation - code c0000005 (first/second chance not available) Source Context: SelectedKeys = SplineVisualizer->GetSelectedKey ...

[AI] Gaps between Nav Mesh tiles in World Partition map causing movement issues

UE - AI - Navigation - Nov 4, 2025

Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...

Mover Plugin: UNavMoverComponent::GetFeetLocationBased() returns incorrect FBasedPosition when using WalkingMode over a Movable floor, making UPathFollowingComponent erroneously detect a blocked move

UE - Gameplay - Player Movement - Mover - Nov 12, 2025

Function UNavMoverComponent::GetFeetLocationBased() on file "NavMoverComponent.cpp" returns an FBasedPosition built from an FRelativeBaseInfo. The "MovementBaseInfo" is read from key "CommonBlackboa ...

In some situations, a Blueprint can become devoid of an Event Graph. While no graphs are present, multiple variables can be created with the same name.

UE - Framework - Blueprint Editor - Aug 26, 2024

In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...

[CrashReport] UObjectBaseUtility::IsA | UObjectProperty::SerializeItem

UE - Gameplay - Aug 15, 2017

This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...

Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...

AddOrUpdateWarpTargetFromComponent behaving incorrectly when using a SceneComponent with non-identity scale

UE - Anim - Gameplay - Jul 15, 2025

When using AddOrUpdateWarpTargetFromComponent you can pass in a SceneComponent, Relative Location and Rotation as well as optionally choosing to have the warp target follow the object if it moves.If ...

Editing ChildActorComponents on a Parent BP can corrupt a Child BP's state.

UE - Gameplay - Components - Jun 13, 2017

Editing the Child Actor Class of a Child Actor Component owned by a Parent BP can corrupt the Child BP's state. This seems related to known serialization issues, where changing a Parent's Property ...

Unreal Engine Fails to Launch with Vulkan SM6 RHI and RenderDoc Auto-Attach Enabled

UE - Rendering - Architecture - RHI - Dec 3, 2025

When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...