[MRQ] Simulating in editor during runtime rendering causes an assertion to fail after rendering is done

UE - Graphics Features - Apr 19, 2022

Simulating in editor during runtime rendering causes an assertion to fail after rendering is done. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did not occur there ...

Create Session does not work in a packaged game from any project that has used C++

UE - Networking - Dec 28, 2015

After adding C++ to a content-only project, Create Session no longer works in a packaged game. The following warning appears in the log: LogScript:Warning: CreateSession - Invalid or uninitialized ...

Crash when Playing in Mobile Preview with Capsule Direct Shadows

UE - Platform - Mobile - Jul 15, 2016

When Capsule Direct Shadows are enable, attempting to play in Mobile Preview will cause the preview to crash. ...

Compilation error when using Particle SubUV in Niagara Mesh Particles with Raytracing enabled.

UE - Niagara - Oct 12, 2021

The licensee has shared the following workaround for modifying NiagaraMeshVertexFactory.ush. struct FVertexFactoryInterpolantsVSToPS { TANGENTTOWORLD_INTERPOLATOR_BLOCK #if USE_PARTICLE_SUBU ...

Crash Occurs When Using the Hide Bone by Name Node

UE - Gameplay - Oct 18, 2016

The editor is crashing when attempting to hide a bone using the Hide Bone by Name node after using the Set Master Pose Component. ...

StateTree: While editing State Parameters or exposed properties of a Condition/Task, an ensure() fires when editing inputs of a Property Function bound to an array element

UE - AI - StateTree - Mar 5, 2026

Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...

[CrashReport]UnrealEditor-Bridge!void TSparseArray<TSetElement<TTuple<FString,AStaticMeshActor *> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::Empty(int) [SparseArray.h:366]

Quixel - Mar 14, 2022

Generated from CrashReporter Error Message: Assertion failed: IsValid() [File:D:\build\++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1008] ...

Building Nanite on a Landscape with Visibility Mask multiple times gives an Assert

UE - Graphics Tools - Terrain - Landscape - Aug 28, 2023

Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...

Arrays of user-defined structs are not initialized properly in a nativized Blueprint class.

UE - Gameplay - Blueprint - Feb 28, 2018

New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...

[CrashReport] UE4Editor_MovieScene!FMovieSceneEvaluationTrack::EvaluateStatic() [moviesceneevaluationtrack.cpp:445]

UE - Anim - Sequencer - Apr 11, 2018

No comments from users in crash group 442 void FMovieSceneEvaluationTrack::EvaluateStatic(FMovieSceneSegmentIdentifier SegmentID, const FMovieSceneEvaluationOperand& Operand, FMovieSceneConte ...