[CRASH]SIGSEGV: invalid attempt to access memory at address 0x0

Tools - Jan 7, 2015

Callstack: <CALLSTACK START> FTaskThread::ProcessTasksUntilQuit(int) Address = 0x1091943e5 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x10de37e4b (filena ...

Constant Crashes on OS X 10.10.1

UE - Platform - Apple - Dec 15, 2014

User (Omri) on Mac running OS X 10.10.1. on MacBook Pro (17-inch, Early 2009 Experiencing Crash. Cannot reproduce. Crash Reporter: N/A Callstack: MachineId:1E07B9CE2F4554A7C3F421A9DD97AFB5 EpicAc ...

USplineComponent::GetDistanceAlongSplineAtSplineInputKey returns incorrect result when input keys are not sequential

UE - Editor - Workflow Systems - May 18, 2022

USplineComponent::GetDistanceAlongSplineAtInputKey() returns the wrong value when the input keys are not sequential because it interprets the input key argument as the spline point index. Thus if th ...

Editor crashes while saving or closing after heightmap import

UE - LD & Modeling - Terrain - Landscape - Aug 5, 2016

Editor crashes while attempting to save or close project after importing a landscape from a heightmap. Frequency: 2/2 Crashreporter: [Link Removed] Regression (yes) issue (does not) occur in 4.1 ...

ComponentOverlapMultiByChannel with a rotated simple collision PrimComp misses overlap vs. complex collision

UE - Simulation - Physics - Query - Nov 8, 2023

UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...

Map placed actor binding to another actor's Event Dispatcher (multicast delegate) results in duplicate bindings after blueprint recompile

UE - Framework - Blueprint - Apr 17, 2025

Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...

"SetOwnerNoSee" setting does not work on Nanite meshe

UE - Graphics Features - Nanite - Nov 15, 2022

Licensee description of project: There is a pawn with 4 cubes attached, the 2 red on the left are "normal" static meshes, and the 2 green on the right are Nanite meshes. The 2 bottom cubes have "se ...

Setting AnimationMode to "UseAnimationAsset" inside Sequencer might not be set properly.

UE - Anim - Sequencer - Sep 30, 2024

Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...

Android crash a couple minutes into StrategyGame

UE - Platform - Mobile - Mar 8, 2016

This didn't occur on iOS; so far this has only been tested in StrategyGame The device this occurred on was Nexus5X_6713_Adreno 418, 6.0.1 It did not occur on: iPad Mini 4_6242, 9.2.103-08 14:12:0 ...

Enabling Allow Client Side Navigation results in a NavMesh Needs To Be Rebuilt error message on the Client

UE - AI - Dec 7, 2015

Enabling Allow Client Side Navigation results in a NavMesh Needs To Be Rebuilt error message on the Client. The Client cannot use the nav mesh. This is a regression: this did not occur in 4.9.2 (th ...