Crash when changing the World Grid Material to Unlit

UE - Graphics Features - Mar 13, 2017

A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply. ...

Editor crash while saving asset during cook operation

UE - Foundation - Data Pipeline - Cooker - Apr 2, 2025

It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...

Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD()

UE - Platform - XR - Sep 7, 2016

Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD(). Log attached for build error and error portion plugged into the callstack box. ...

crash at checkUERenderCommandPipeIsReplaying in RenderScenecpp

UE - Rendering Architecture - Jul 15, 2024

Drawing a material to a render target when that material samples an RVT can cause an editor crash. In our testing, the check() did not always occur on the first PIE session, but would always occur ...

Crashes when attempting to use an Instanced Struct inside Control Rig / Rig VM

UE - Anim - Rigging - Control Rig - Mar 17, 2025

Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...

Destructing NiagaraParameterStores causes multi threading write conflict

UE - Niagara - Jan 26, 2022

FNiagaraParameterStore::UnbindAll() may be called from both GameThread and RenderingThread. Each may modify the same Binding array, it causes infrequent crashes. In my environment, I was able to r ...

Editor Crashes when working in QAGame TM-Sequencer_EventTrack - TCString<TCharType>::Strlen(InName)

UE - Anim - Sequencer - Jul 12, 2017

Editor Crashes when working in QAGame TM-Sequencer_EventTrack - TCString<TCharType>::Strlen(InName) This Assert happens randomly throughout the repro-steps. I am unsure what about the process cause ...

Static mesh component reports relative transform as world transform when Physics is enabled

UE - Gameplay - May 3, 2016

If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...