nDisplay - UMG widgets sync

UE - Virtual Production - nDisplay - Nov 9, 2019

As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...

First four landscape tools are not accessible in VR Editor Mode

UE - Editor - Workflow Systems - Jan 8, 2018

Tested in Oculus.  Found in 4.18.2 CL 3794801, 4.17.2 CL 3658906.  Not able to reproduce in 4.19 Main due to a crash upon launching VR Mode.   Users are able to select any of the first four sculpt ...

Creating SplineMeshComponents along Spline causes crash

Tools - Aug 22, 2018

Attempting to procedurally create SplineMeshComponents along the spline of a SplineComponent via a derived SplineComponent class's constructor causes the project to crash. It runs into an ensure mes ...

Mesh Reshape node with modified geometry from another skeleton explodes mesh.

UE - Anim - Mutable - Mar 31, 2026

Using the mesh reshape node with seperate meshes produces a broken mesh. An example project: Most if not all clothes will be originally made to fit the Average Male body. I'm trying to morph a tu ...

Crash when setting console command for shadow max resolution to 1

UE - Graphics Features - May 29, 2015

When setting the console command r.shadow.MaxResolution to a value of 1 will cause a crash. CrashReporter: [Link Removed] ...

If you add "All Nearby Spawned Actors" later, the first shot's animation will not be recorded.

zComponent - Archive - Jul 21, 2021

If you replace steps 2 and 3 and add "All Nearby Spawned Actors" first, and then add the Source of "Level Sequence", the animation of the first shot will also be recorded. ...

Arithmetic assignment operators (e.g. +=, *=) in Niagara inputs are applied twice .

UE - Niagara - Jan 9, 2024

Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack.  This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...

Reduced Tessellation at edge when using world displacement

UE - Graphics Features - Jan 11, 2016

Adding a material to a mesh that is affected by world position offset has reduced tessellation around the meshes edges. This is seen when viewed in wireframe and is influenced based off of the angle ...

Custom Node using GetPointClampedSampler causes Crash

UE - Graphics Features - Nov 8, 2016

A licensee is getting a crash when using the GetPointClampedSampler within a Custom Node. Regression? No, this crash occurs in 4.12.5, 4.13.2, and the 4.14 preview 3 release. ...

NDC Sorting Incorrect

UE - Niagara - Mar 12, 2026

Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...