Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 input pin

UE - Graphics Tools - Modeling Tools - Jun 13, 2022

Geometry Scripting plugin isn't available for 4.27.2, and the behavior is the same 5.0.1. Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 ...

Unexpected behavior occurs when the default elements of a TMap in an Actor Component are modified in an instance of a Blueprint containing that Actor Component

UE - Gameplay - Blueprint - Jan 17, 2017

Adding an Actor Component that contains a TMap property to a Blueprint results in unexpected behavior when default elements of the TMap are modified in an instance of the Blueprint in the level:Addi ...

FSlateApplication::OnControllerAnalog triggers a MouseLeftClick event to be added to the input stack.

UE - Gameplay - Input - Jun 3, 2016

It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...

Ribbon Particle Normals are reversed from default Sprite Particles

UE - Graphics Features - Oct 13, 2015

It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...

Non-Struct CDO component properties display incorrectly in the property editor.

UE - Gameplay - Blueprint - Aug 17, 2016

UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor. ...

A build may fail in Visual Studio if a space is added after the # in an include pre-processor instruction to allow a struct in one header file to reference a struct in the other

UE - Foundation - Core - Sep 23, 2016

A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...

Hot Reload crash on PIE with custom AIController and Perception Component

UE - AI - Sep 29, 2015

If a pawn in the level is using a custom AI Controller that sets the AIPerceptionComponent in code, the editor will crash on PIE after a hot reload. CrashReporter: [Link Removed] ...

StartCameraFade() breaks on mobile projects after editor is closed/reopened

UE - Platform - Mobile - Oct 6, 2015

If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...

[CrashReport] Assertion failed: Canary == ShaderMagic_Initialized

UE - Graphics Features - Jun 13, 2017

This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...

Crash when Undo after deleting a Material Layer of a Material Instance.

UE - Rendering Architecture - Materials - Apr 2, 2025

In Unreal Engine version 5.5.4, the Editor crashes when performing Undo after deleting a Material Layer of a Material Instance ...