Crash after clearing the animation from a sample point in a 1D Blendspace

OLD - Anim - Mar 8, 2017

Regression: YES, sort of. The ability to change the animation from a dropdown didn't exist in 4.14 Error message: Fatal error: [Link Removed] [Line: 160] Ran out of memory allocating 51539607528 ...

Blueprint with Niagara System and Skeletal Mesh Components Automatically Updates Niagara System Skeletal Mesh

UE - Niagara - Apr 4, 2019

When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...

Assigning a static mesh to a Mutable Clip Mesh With Mesh Node can crash the editor

UE - Anim - Mutable - Jul 4, 2025

Context: The Mutable plugin has a modifier node called Clip Mesh With Mesh that allows Static Mesh modifiers to be assigned as the clip mesh. Under certain circumstances, an assert can be triggered ...

[CrashReport] UE4Editor_Engine!UModelComponent::GetPhysicsTriMeshData() [modelcomponent.cpp:674]

UE - Simulation - Physics - Sep 12, 2017

This is an occasional crash in the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 664 for(int32 ElementIndex = 0;ElementIn ...

In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled

UE - Simulation - Physics - Destruction - Jun 30, 2025

In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled. To verify this, follow the steps provided in the Steps to Re ...

Crash reimporting an FBX with LODs and Morph Targets, but leaving "Import LODs" disabled

UE - Editor - Content Pipeline - Import and Export - Jan 4, 2017

Error message: Assertion failed: ImportedResource->LODModels.IsValidIndex(LODIndex) [Link Removed] [Line: 282] Source Context: 270 * Constructor. 271 * Converts a skeletal mesh to ...

Available network bandwidth is too low for uncapped but slow frame rates

UE - Networking - Sep 24, 2020

The networking system has a max frame rate of 120hz by default. Inside UNetConnection::Tick it computes an estimated bandwidth by using that max frame rate, the engine's max frame rate, and the actu ...

Actor in Map in Struct Causes Crash When Changed

UE - Gameplay - Blueprint - Mar 8, 2018

User submitted bug. Editor will crash after changing key or value in Map. ...

Rearranging the position of enumerators in an Enum BP will change references to the enumerators inside Data Tables based on position rather than value

Tools - Nov 12, 2015

Rearranging the position of enumerators in an Enum BP will change references to the enumerators inside Data Tables based on position rather than value. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.1 ...

In Standalone mode, when reading world partition actor descriptors for BP actors, "bIsSpatiallyLoaded" receives its value from the native base class instead of the BP class, so BP actors are loaded/unloaded based on the wrong condition.

UE - World Creation - Worldbuilding Tools - World Partition - Oct 15, 2024

Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...