What It Means & How to Fix It in UE5
🧠 Why You’re Seeing This Error
This error means you’re trying to access an element in an array using an index that goes beyond the array’s declared size — either:
- At compile time (e.g., hardcoded index too large), or
- At runtime (if index could vary but isn’t guaranteed safe)
Unreal’s HLSL shader compiler throws this to prevent undefined behavior or GPU crashes.
💥 Example Error Message
error X3550: array index out of bounds
🛠️ Common Shader Scenarios That Cause This
❌ Index is Hardcoded Beyond Array Size
float values[3];
float x = values[4]; // ❌ Index 4 is out of bounds (valid: 0–2)
❌ Index is Dynamic but Not Properly Clamped
float4 myColors[5];
int index = CustomInputValue;
float4 color = myColors[index]; // ❌ Unsafe if index >= 5
❌ Using a Loop That Exceeds Array Length
float weights[8];
for (int i = 0; i <= 8; i++) // ❌ Should be i < 8
{
sum += weights[i];
}
✅ How to Fix X3550 in UE5 – Step-by-Step
✔️ 1. Clamp or Validate Your Array Index
Always make sure your index stays within bounds:
int safeIndex = clamp(index, 0, 4);
float value = myArray[safeIndex];
✔️ 2. Double-Check Array Size vs Access
If your array has 8 elements:
float values[8];
Then only access:
values[0] to values[7]; // ✅
values[8]; // ❌ Index out of bounds
✔️ 3. Fix Loop Conditions That Overrun
Bad loop:
for (int i = 0; i <= 7; i++)
Correct loop:
for (int i = 0; i < 8; i++)
✔️ 4. Consider Using static const
for Safe Iteration
static const int ArraySize = 4;
float values[ArraySize];
for (int i = 0; i < ArraySize; i++)
{
// Safe loop
}
This makes your loops and bounds easier to maintain and less error-prone.
✅ Summary: How to Fix “error X3550: array index out of bounds” in UE5
Cause | Fix |
---|---|
Hardcoded index too large | Check the array size and update the access |
Dynamic index unsafe | Clamp the index with clamp() or bounds-check manually |
Incorrect loop range | Change <= to < , or use a defined constant for array size |
Logic mismatch between size and access | Double-check all indexing patterns |