Crash occurs loading a sublevel containing landscape with ray tracing enabled

UE - LD & Modeling - Terrain - Landscape - May 13, 2020

In raytracing enabled, When loading a sublevel containing landscape with LoadStreamLevel function following error is shown. Assertion failed: Pair != nullptr [Link Removed] [Line: 584] Licensee re ...

Failed to launch project with -D3D10 Command Line Argument

UE - Graphics Features - Jun 3, 2019

Adding the d3d10 command line argument to a package project results in a crash. This worked normally in 4.21 and below.  ...

Editor crash when delete static mesh actor include in HLOD

UE - World Creation - Worldbuilding Tools - HLOD - Feb 18, 2021

Crash when precaching PSOs for decals from non-game thread

UE - Rendering Architecture - Shaders - Aug 21, 2024

During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...

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 ...

Divide by zero in beam update can cause editor to crash in Cascade

UE - Niagara - Sep 23, 2019

The licensee has traced the issue back to a divide by zero in  UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...

Chaos : Crash when destroying part of Geometry collections clustered by AnchorField

UE - Simulation - Physics - May 10, 2021

Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...

Crash accessing USplineComponent from Niagara while it is being updated on game thread

UE - Niagara - Aug 13, 2020

I was working with a licensee on something unrelated, and ran into this niagara threading crash. It looks like UNiagaraDataInterfaceSpline::SampleSplinePositionByUnitDistance on one of the niagara h ...