Crash occur when loading AInstancedPlacementPartitionActor

UE - Editor - Workflow Systems - May 17, 2022

Crashes when loading an actor that inherits from AInstancedPlacementPartitionActor. There is a serialization size mismatch. ...

IOS crash disabling idle timer when closing the app

UE - Platform - Mobile - Apr 29, 2020

Licensee report of crash during shutdown due to setting [UIApplication sharedApplication].idleTimerDisabledbeing from the Game thread. Grouped together with others items in [Link Removed] ...

Custom UVs don't store information properly in layered materials.

UE - Rendering Architecture - Materials - May 9, 2022

[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...

Alembic Geometry Cache crash with multiple meshes

OLD - Anim - Sep 1, 2016

Importing an Alembic geometry cache will cause a crash with multiple assets. Test asset attached that can reproduce this. When I tried with a couple of simple shapes from 3Ds Max I did not get the ...

Crash: Nativized AnimBP instances can assert on load in a cooked build with async loading enabled.

UE - Gameplay - Blueprint - May 9, 2019

This is a regression that was introduced alongside a memory optimization for Animation Blueprint assets. Suggested workarounds:Disable "Async Loading Thread Enabled" ORDisable Blueprint nativizati ...

MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution

UE - Graphics Features - Sep 14, 2016

When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...

Crash in FVulkanLinuxPlatform

UE - Platform - Linux - Apr 17, 2019

Using the command in the repro steps on Linux will cause the Editor to crash and CrashReporter to pop up with a callstack. This behaves differently when tried on Windows with -vulkan. The project ...

EQS Overlap test no longer recognizes custom Collision Object Channel

UE - AI - Nov 12, 2019

Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...

Certain UPROPERTY values are not updated during auto-recompile

UE - Gameplay - Blueprint - Aug 4, 2016

Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...

[CrashReport] UE4Editor_SlateCore!SWidget::ExecuteActiveTimers() [swidget.cpp:986]

UE - Rendering Architecture - Materials - Dec 15, 2017

User comments:right mouse button in material editor made engine crash....becomes slow and crash....64gb ram, 2 xeon and gtx690....need to restart computer to everything works fine. need a solution t ...