Granular Synth crashes project when played in standalone or packaged with assertion failure

UE - Audio - Jan 5, 2021

Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...

Packaging will fail if the Nativize Blueprint Assets option is used in a project containing a third-party plugin

UE - Gameplay - Blueprint Runtime - Jul 15, 2016

If a third-party plugin is present in a project that is being packaged with the Nativize Blueprint Assets option turned on, the packaging process will fail because necessary header files in the plug ...

Actor Scale is not included when converting from Matinee to Sequencer

UE - Anim - Sequencer - Nov 16, 2016

Actor Scale is not included when converting from Matinee to Sequencer ...

Blueprint derived from C++ class not saving correctly

UE - Gameplay - Blueprint - Jul 27, 2015

The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...

If a custom code class is modified and a Hot Reload performed, any existing unsaved Blueprints derived from that class can no longer be saved.

UE - Gameplay - Blueprint - Feb 19, 2015

When a custom code class is changed and a Hot Reload is performed, any Blueprints previously made from that class can no longer be saved. Possibly related to [Link Removed]. WORKAROUND: Close and ...

Crash with Assert after adding large sections to landscape

UE - Graphics Tools - Terrain - Jun 7, 2023

This is a regression as it does not happen in //UE5/Release-5.1.1 ...

Client PlayerState is null on joining online session

UE - Networking - Jul 31, 2015

APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...

Hierarchical LODs used with Precomputed Visibility cause actors to occlude that should not behind translucent materials

UE - Graphics Features - Jul 6, 2016

When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...

[CrashReport] UE4Editor_ShaderCore!FShader::GetVertexShader() [shader.h:568]

UE - Graphics Features - Nov 21, 2017

This is a common and longstanding crash that has occurred since at least 4.16 User DescriptionsTrying to paint my new sandtexture onto the terrainOpened the material editor by double clicking a mat ...

Always Relevant actor may replicate incorrect movement mode when the walkable floor becomes irrelevant

UE - Gameplay - Player Movement - Feb 26, 2024

When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...