The VertexInterpolator connected to a Normalize node, input into BaseColor results in black Mesh LOD Coloration

UE - Rendering Architecture - Materials - Nov 16, 2021

It does not appear to matter to the repro steps what is input to the VertexInterpolator, it matters more that there is a Normalize between the VertexInterpolator and the base color input of the mate ...

Lumen HWRT "hit lighting" doesn't respect lighting channels

UE - Graphics Features - Lumen - Dec 10, 2025

Lumen hardware raytracing "hit lighting" doesn't respect lighting channels. See the provided repro project. Perhaps in 5.5.x, RT simply ignored non-channel-zero lights, but we didn't notice it prev ...

Tick functions are skipped on the first frame in package build and standalone PIE

UE - Gameplay - May 19, 2025

It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...

Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors

UE - Niagara - Cascade - Mar 17, 2022

Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...

Controller Mapping/Unmapping on some platforms is not ideal for local multiplayer

UE - Gameplay - Input - Nov 19, 2025

[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...

Gameplay Tags sourced from a Composite Data Table do not reflect changes made to its parent tables

UE - Gameplay - Gameplay Tags - Dec 5, 2025

When a Composite Data Table is included in the "Gameplay Tag Table List" on the Project Settings, making and saving changes to one of its Parent Tables does not cause the Gameplay Tag Tree to refres ...

On the Details Panel of Niagara Function Inputs, the Type selector does not show "Static" types.

UE - Niagara - Apr 7, 2025

Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, an input pin with type "static bool" appears. In one ...

GeometryCollectionActor SetSimulatePhysics false does not stop Physics Simulation

UE - Simulation - Visual - Nov 28, 2024

If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...

Blueprints break when implementing a duplicated BP interface along with the original

UE - Framework - Blueprint - Mar 1, 2024

When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...

Rendering with a singe frame custom frame range in the MRQ with temporal sampling renders 2 frames instead

UE - Anim - Sequencer - MRQ - Jan 27, 2023

Temporal samples cause more than one frame to be rendered with a custom range of 1 frame ...