Shader Compiler Crashes in Remote Build

UE - Graphics Features - Nov 11, 2019

Output log when crashing UATHelper: Packaging (iOS): LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb UATHelper: Packaging (iOS): LogCook: Display: Mobile HDR setting 1 ...

Packaging fails with too many instanced static meshes

UE - Graphics Features - Jun 8, 2018

Project will fail to package with more than one actor containing ISM Components. From user: "...After some testing I found that it only occurs if there are multiple actors in a map (either of the ...

Shipping build crash when unplugging then replugging Oculus HMD

UE - Platform - XR - Nov 9, 2016

Game crashes in shipping build when un-pluging the Oculus HMD, then plugging it back in. Confirmed in 4.13.2 from the launcher, did not repro via same steps in 4.14 preview 3 ...

Crash when importing material assigned to FBX with illegal characters through the Full Scene Importer

UE - Editor - Content Pipeline - Import and Export - Jun 21, 2016

If you have an illegal character (/ or ?) in your material name embedded with your FBX the editor will crash when using the new Full scene importer and selecting the Materials Tab. Tested in and ...

(Regression) Risk of PostLoad() assert crash in all cooked, nativized builds with async load thread enabled.

UE - Gameplay - Blueprint - Oct 25, 2018

This is a regression that was introduced by the fix for [Link Removed]. As a result, we can potentially hit an assert in a cooked, nativized build during async load of a non-nativized Blueprint CDO ...

Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior

UE - Simulation - Physics - Nov 21, 2024

Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...

Arrays of user-defined structs are not initialized properly in a nativized Blueprint class.

UE - Gameplay - Blueprint - Feb 28, 2018

New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...

Crash in Retarget Manager with Humanoid Rig when trying to re-assign a bone to a node

OLD - Anim - May 26, 2015

Crash in the Retarget Manager with Humanoid Rig when trying to re-assign a bone to a node. Happens particularly when there is already a bone selected and you want to select a new one. [Link Remove ...

SButton and SBorder multiply color and opacity twice

UE - Editor - UI Systems - Sep 22, 2016

Currently, the SButton and SBorder widgets multiply the color and opacity during OnPaint before calling the super (SCompoundWidget::OnPaint). This causes the operation to be done twice, since the co ...

Crash When Renaming a Duplicated Collapsed Node Graph With a Period in the Name

UE - Gameplay - Blueprint - Feb 3, 2017

A crash is occurring if you collapse a node and name the collapsed graph something that contains a period. The crash occurs if you copy and paste the collapse graph, and then attempt to rename it. I ...