Typo in "BaseEditorSettings.ini": under section [/Script/UnrealEd.ContentBrowserSettings], key "DisplayPluginFolder" (singular) should read "DisplayPluginFolders" (plural).

UE - Editor - Workflow Systems - Oct 11, 2025

File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...

[CrashReport] Crash Occurs When Deleting All Content From a First Person Project

Tools - Aug 23, 2016

Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 103 /***********************/ 104 /******** Outer ********/ 105 /****** ...

Crash when resizing window using Quad Stereo Buffer

UE - Virtual Production - nDisplay - Oct 2, 2019

We noticed crashes in our application when we attempted to resize a window or switch to full-screen mode. Hence, resizing windows and switching to full screen will result in a crash on Unreal Engine ...

Crash Importing some assets with "Keep Overlapping Vertex"

UE - Editor - Content Pipeline - Import and Export - Nov 29, 2016

Download offending asset here: [Link Removed] Error message: Assertion failed: NewPosition >= 0 [Link Removed] [Line: 452] Source Context: 438 virtual ~FFileHandleWindows() 439 ...

Editor Crashes When Updating Captures on Sphere Reflection Captures

UE - Graphics Features - Feb 20, 2017

Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out of bounds: -1 from an array of size 11 Source Context: 200 CubemapArray.Updat ...

UE4 Crashes if multiple Vive Trackers or Lighthouses are used

UE - Platform - XR - Jan 24, 2018

User reports that if more than 5 trackers are connected, UE4 crashes Suggested fix: Root cause of bug is related to the fact that UE has no setup to receive input events from Vive Trackers. (we ha ...

Crash Occurring in FD3D11DynamicRHIModule::FindAdapter()

UE - Graphics Features - Jul 13, 2016

Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 804] Array index out of bounds: 1 from an array of size 1 Source Context: 352 353 // We a ...

"Build All Levels" does not re-AddNavigationSystemToWorld

UE - AI - Navigation - Feb 28, 2024

The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...

Crash in RHICommandContext& GetContext() in Test/Shipping builds when bUseChecksInShipping is true

UE - Rendering Architecture - RHI - Nov 29, 2022

RHIinit() calls GRHICommandList.GetImmediateCommandList().GetContext() to make sure that GDynamicRHI->Init() initialized the immediate command list (by calling FRHICommandListImmediate::InitializeIm ...

Body Setup of a Static Mesh with Simple Collision will pass validation, but removing it and using only a Complex collision and setting Collision Complexity "Use Complex as Simple" will fail validation: "Bone None requires at least one collision shape".

UE - Simulation - Gameplay - Oct 20, 2025

Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...