Spawnable Level Instance via Sequencer in WP map

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 21, 2023

ULevelInstanceSubsystem::OnActorDeleted: check(!IsEditingLevelInstanceDirty(LevelInstance) && !HasDirtyChildrenLevelInstances(LevelInstance)); ...

FPropertySoftPath::Resolve doesn't resolve c-array elements properly

UE - Framework - Nov 20, 2023

a fix was proposed in the UDN but it needs to be tested and revised ...

Motion Matching: Check failure when adding sequence into DB that references a niagara emitter

UE - Anim - Gameplay - Aug 7, 2024

The serialization code for the motion matching database has a check that will fail if a property has the IgnoreForMemberInitializationTestName meta tag.  Niagara emitters contain a property that has ...

[CrashReport] UE4Editor_Engine!FAnimCurveBase::SetCurveTypeFlag() [animcurvetypes.cpp:18]

OLD - Anim - Jun 13, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...

Project fails to build for iOS from Windows when Generate .uedebugsymbols is enabled

UE - Platform - Mobile - Jan 9, 2018

This does not occur in 4.18.3 at CL 3823254UATHelper: Packaging (iOS): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Epic Games\UE_4.19\Engine\Binaries\ThirdPa ...

[AI] Behavior Tree gets stuck in an infinite loop if a Conditional Loop decorator cannot find a child node to run

UE - AI - BehaviorTree - May 4, 2022

Behavior Tree can be stuck in an infinite loop with a Conditional Loop that cannot run any child nodes. Exception thrown at 0x00007FFC0E405F65 (UnrealEditor-AIModule.dll) in UnrealEditor.exe: 0xC ...

[CrashReport] UE4Editor-NiagaraEditor!UNiagaraStackRendererItem::GetIconBrush() [NiagaraStackRendererItem.cpp:319]

UE - Niagara - May 8, 2020

Generated from CrashReporter Similar issue: [Link Removed] ...

[AI] The ZoneGraph show flag is in the ZoneGraphEditor module but used during runtime in ZoneGraph module

UE - AI - Navigation - Mar 18, 2025

The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...

[AI] UE_MT_SCOPED_READ_ACCESS(NavElementAccessDetector) Fails in editor on fresh sync

UE - AI - Navigation - Jan 27, 2025

Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...