[CrashReport] Assertion failed: TaskDataArray.Num() == Exporter->VolumetricLightmapTaskGuids.Num()

UE - Graphics Features - Lumen - Oct 2, 2017

This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...

5.5 Static Mesh Import Pipeline Regression

UE - Editor - Content Pipeline - Import and Export - Apr 25, 2025

This question was created in reference to: [Link Removed] This post references the first post because this problem was not discovered till now. I think it was masked because the issue appears to be ...

Custom Event with array param does not take a pointer to the array

UE - Gameplay - Blueprint - Oct 12, 2016

When an array is passed into a BP custom event, the array's data is passed to the event rather than a pointer to the array itself. This means edits made directly from the event node's input pin (su ...

Linux: Assertion at splash screen when trying to open UE4Editor

UE - Platform - Linux - Mar 21, 2017

I ran into this while looking to verify [Link Removed] at CL 3355923. I logged the issue I was verifying the fix for last night and have not updated anything locally, so the "OpenGL 4.3 not supporte ...

Skeletal Meshes with imported LODs will use the highest LOD when generating Nanite, rather than LOD0

UE - Graphics Features - Nanite - Jan 14, 2025

In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...

Transform track can't be edited for Spawnable empty actor in Sequencer

UE - Anim - Sequencer - Oct 2, 2017

Transform track for a spawnable Empty Actor always shows 0, 0, 0 and it can't be edited. I could repro this in 4.17.2 and 4.18 Preview 2. This does not happen in 4.15.3 and 4.16.3. So this could b ...

When loading a new level, a variable of the subclass of type is reset to null in the classes inherited from UGameInstance or UGameInstanceSubsystem

UE - Foundation - Data Pipeline - Cooker - Dec 1, 2022

Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only in packaged & quick launched builds that this occurs; PIE works as normal. ...

Linked Anim Graph With Mesh With Post Process BP Has Faster Animation Playrate

OLD - Anim - Jan 20, 2020

When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...

Using a Wait Delay node on Linux causes editor to immediately close without crashing

UE - Platform - Linux - Sep 14, 2015

If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...