[CrashReport] Mac crash - TArray<FDeferredMacEvent, FDefaultAllocator>::ResizeGrow

UE - Platform - Apple - Sep 14, 2017

This is a somewhat common crash on Mac that has affected users since 4.16. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log [2017.09.08-05.17. ...

Get Mouse Position Blueprint node returns different values outside of viewport depending on whether it was called from Event Tick, or within an Actor function

UE - Gameplay - Nov 15, 2018

There seems to be a discrepancy between the output of Get Mouse Position node depending on whether the node is inside an Actor function or called from Event Tick. If the node is present inside a fun ...

Crash when casting to owner from AnimGraph

OLD - Anim - Sep 6, 2016

Crash occurs when casting back to the pawn owner from the Anim Graph. In this case, it is being used for "Copy Pose from Mesh" Workaround: Cast to Owner from Event Graph, defining variable as the ...

[CrashReport] Crash on Mac related to editor close

UE - Platform - Apple - Jun 6, 2017

This is a long-standing Mac crash that occurs with low frequency, but has affected more than 500 users since it started (possibly in the 4.11 release) It has recently been experienced internally by ...

Changing blueprint default values inside arrays only updates loaded child blueprints

UE - CoreTech - Jul 30, 2020

The rules for delta serialization in UE4 are complicated, and the editor tries to hide them from you, which works 90% of the time but can lead to confusion and data loss in other situations. In the ...

Fractured Geometry Collection triggers a crash when colliding with an Animation Blueprint with a Rigidbody Node

UE - Simulation - Physics - Character - Sep 25, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL26001984 The editor crashes when a physics asset of an animation with rigid body collides with geometry collection. ...

D3D12 Does Not Correctly Validate Static Uniform Buffers Correctly

UE - Rendering Architecture - RHI - Feb 12, 2025

When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...

Culling Distances Not Working For Static Mesh in Procedural Content Generation Tool and Foliage Tool

UE - World Creation - Procedural Tools - Mar 28, 2025

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...

Import Source disappears in Textures after loading asynchronously loaded level

UE - Editor - Content Pipeline - Import and Export - Dec 15, 2015

It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...

Hot Reload does not update blueprint pins

UE - Gameplay - Blueprint - Jan 15, 2015

When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...