Physics Asset ignoring Root Bone Rotation collision in Skeletal Mesh.

UE - Simulation - Physics - Dec 20, 2018

**Physics collision ignores Capsule Collision, When Skeletal mesh root bone orientation is rotated in the Z-Axis, resulting in unexpected collision behavior.   Screen shot has been attached to de ...

Error during packaging if nativizing a blueprint that contains a TMap with a UserDefinedEnum as a key

UE - Gameplay - Blueprint - Jun 17, 2019

Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...

Crash when creating deferred decal material when using -d3ddebug command line argument to launch editor

UE - Graphics Features - Jul 18, 2016

Discovered this while verifying [Link Removed]. Devs informed me of a command line argument that could be used to output D3D11 debug information and using it caused crashes in both //UE4/Main @ CL 3 ...

Crash adding subscene to a looped subscene - MovieSceneSequenceTransform.h - WarpCounts.Num() == NestedTransformsSize

UE - Anim - Sequencer - Oct 11, 2021

Crash adding subscene to a looped subscene. Note this did not repro with brand new sequences not sure what's different about this older content. This also occurs in Release-5.0. ...

PN Tessellation and Grass Node Crash Engine

UE - LD & Modeling - Terrain - Landscape - May 14, 2015

Landscape Materials which use the new Grass Output and have Tessellation turned to PNTriangles will crash the engine Also reproduced in Main Promotable-CL-2550487 & Releases/4.8/Promoted-CL-255045 ...

Crash when enabling r.PSOPrecache.Resources due to check() in FSkeletalMeshObjectGPUSkin::GetUsedVertexFactoryData

UE - Rendering Architecture - Dec 3, 2024

The game crashes because of a nullptr SkinnedMeshComponent in  FSkeletalMeshObjectGPUSkin::GetUsedVertexFactoryData when r.PSOPrecache.Resources is enabled and a skeletal mesh is loaded due to a new ...

BP - Exclusive nativization will fail at cook time if an Actor BP class enabled for nativization includes a Component BP that's not enabled for nativization in its component list.

UE - Gameplay - Blueprint - Apr 26, 2017

This happens because the Blueprinted component is not also enabled for nativization, but the nativized Actor BP tries to use it as a native class type. Current workaround: Ensure that the Blueprint ...

~FStaticMesh() can crash with race condition

UE - Graphics Features - Mar 21, 2017

UDN user reported frequent crashes in FStaticMesh::~FStaticMesh() on DrawListLinks[i]->Remove(false); Crash went away after adding critical sections to FStaticMesh::LinkDrawList(), FStaticMesh::Unl ...

SkeletalMeshSimulationComponent does not work

UE - Simulation - Physics - Oct 28, 2019

SkeletalMeshSimulationComponent does not effect the simulation of geometry collections to interact with skeletal meshes and setting the component to dynamic results in a crash. ...

Linux crash on Import

UE - Platform - Linux - Jun 2, 2016

Attempting to import content into a project causes the editor to crash on Linux ...