Assert when having too many VR devices

UE - Platform - XR - Aug 31, 2018

Internal team is encountering a crash when adding too many VR devices. Email thread titled "Re: Crash Logs" The bug is an internal limit of devices the code supports, which is 8. If a controller o ...

[CrashReport] UE4Editor_Core!FName::GetDisplayNameEntry() [unrealnames.cpp:894]

UE - Foundation - Core - Aug 14, 2017

This is a trending crash coming out of the 4.17.0 release. The same callstack also occurred during the 4.11 release, but otherwise hasn't had an occurrence until now. Users have not provided any de ...

ChaosCacheManager is not reproducing Trailing Events

UE - Runtime - Simulation - Mar 28, 2025

ChaosCacheManager (CCM) is not reproducing Trailing Events. Particles set to track Trailing Events correctly follow the position of the trailing event when the Geometry Collection (GC) is physically ...

Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering

UE - Runtime - Deformable - May 10, 2025

Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...

glDebugMessageControlKHR in InitDebugContext() causes Zenfone 5 app crashes on launch

UE - Platform - Mobile - Dec 15, 2015

Game applications crash on Zenfone 5 once they're launched. This seems to be due to the InitDebugContext(). Chris requested this to be entered for tracking purposes. Chris B: I believe the problem ...

Crash when adding Actor Array Element to a Sequencer Event Struct

UE - Anim - Sequencer - May 25, 2017

Crash when adding Actor Array Element to a Sequencer Event Struct Error message: Assertion failed: 0 [Link Removed] [Line: 56] Source Context: 42 N = FName(*StringName); 43 ...

References to Data Assets that inherit from Blueprints may be broken during reinstancing

UE - Gameplay - Blueprint - Nov 30, 2020

It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...

[CrashReport] UE4Editor_Engine!ULevel::GetWorldSettings() [level.cpp:1643]

UE - Gameplay - Aug 21, 2017

This is a common and longstanding crash that has occurred since at least 4.12. User descriptions cover a variety of actions. User DescriptionsCompiling a playerblueprint with firing logic and advan ...

Additive Animation does not work as intended when Ref Frame Index is more than zero

UE - Runtime - Animation - Dec 19, 2023

In some conditions, additive animation shows different/wrong behavior on Standalone Game and packaged game, from the other PIE. Watch the attached video. [Link Removed] The key points to reproduce ...

[CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset() [blueprintnativecodegenmodule.cpp:391]

UE - Gameplay - Blueprint Runtime - Aug 22, 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: Assertion failed: bSuccess [Link R ...