Crash diffing an AnimBP with a node deleted from a State Machine Transition

UE - Gameplay - Blueprint - Mar 10, 2017

Error message: Assertion failed: false [Link Removed] [Line: 1123] Looking for node K2Node_AnimGetter_327 but it cannot be found in provided panels Source Context: 1108 } 1109 111 ...

Crash when using ComplexCollisionMesh and the ComplexCollisionMesh has more material index than drawing mesh's material index

UE - Simulation - Physics - Mar 2, 2020

When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...

[CrashReport] UE4Editor_ShaderCore!FVertexFactory::Set() [vertexfactory.cpp:190]

UE - Graphics Features - Nov 17, 2017

This is a common crash in the 4.18 release. It is the exact same callstack (and crashGroup) as in [Link Removed], although that Jira had specific repro steps and was confirmed fixed in 4.18.0. The ...

[CrashReport] Assertion failed: !bRequireNormalization - UE4Editor_Landscape!ULandscapeComponent::ReplaceLayer()

UE - LD & Modeling - Terrain - Landscape - Jul 19, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.14. Over 200 unique users have been affected, though they have provided little information. User DescriptionsI am a ...

When importing an FBX with Combine Meshes = False, one uasset will be created for the collection of assets.

Tools - Feb 4, 2016

When importing a mesh, there is an option to Combine Meshes, which by default is checked. Unchecking this option will bring in the individually named parts contained in the FBX as unique objects in ...

Crash While Compiling Blueprint in FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes()

UE - Gameplay - Blueprint - Jun 7, 2016

Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...

Draw Debug String appears to render in the wrong location

Tools - Jan 23, 2018

Draw Debug String appears to render in the wrong location when changing the scaling for a monitor containing the editor. ...

[CrashReport] UE4Editor_Foliage!operator<<() [foliageinstancebase.cpp:93]

UE - World Creation - Worldbuilding Tools - Foliage - Jul 5, 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: Fatal error: [Link Removed] [Line: ...

Overriding blueprint function first in grandchild class then in child class renames grandchild function

UE - Gameplay - Blueprint - Nov 28, 2017

If you have a blueprint A with a child blueprint B, and child of the child blueprint C, overriding a function with a return parameter originally declared in blueprint A in the blueprint C, and then ...

[CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]

UE - Gameplay - Blueprint - Jan 17, 2017

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: Assertion failed: GEditor->GetSele ...