When creating a new NiagaraSystem using existing system, the DefaultEffectType set in ProjectSettings is not reflected.

UE - Niagara - Jul 24, 2023

When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...

GPU-ARM Mali 400 series phones will render an Opaque Unlit Material as black

UE - Platform - Mobile - Feb 12, 2016

ARM Mali 400 Series GPUs are rendering Opaque Unlit Materials as Black instead of the designated color. This is a *regression* from 4.10.2.Devices where Issue OccursDevice NameBrandBug Description ...

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 ...

Unable to launch project from Visual Studio using installed engine build

UE - Foundation - Build - Farm - Feb 23, 2017

When a code project's engine association is switched to a local binary version of a source engine, the project will fail to open from within Visual Studio. Error message says that UE4Editor-Project ...

[CrashReport] UE4Editor_Engine!UAnimMontage::IsValidAdditive() [animmontage.cpp:702]

OLD - Anim - May 19, 2016

Error message: Stack overflow - code c00000fd (first/second chance not available) Source Context: 687 if (SyncGroup != NAME_None) 688 { 689 CollectMarkers(); 690 ...

AttachRootComponentToActor being used over a network can cause an Ensure (previously an Assertion) to be triggered.

UE - Gameplay - Jan 11, 2016

This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...

Input Mapping Context entries can get into a corrupted state when swapped with another entry that has a Combo Trigger.

UE - Gameplay - Input - Aug 23, 2024

This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...

PDI-DrawPoint - Zoomfactor being calculated incorrectly

UE - Graphics Features - Feb 20, 2017

A licensee has reported that the ZoomFactor variable inside of the DrawPoint function is being calculated incorrectly. It currently is calculated using the lesser of the projection matrix's horizont ...

UAnimNotify::Notify not called during USkeletalMeshComponent interaction with UPhysicsControlComponent when PhysicsBlendWeight is zero

UE - Anim - Synthesis - Physics Control - Mar 30, 2025

UAnimNotify::Notify not called during USkeletalMeshComponent interaction with UPhysicsControlComponent when PhysicsBlendWeight is zero. The licensee has provided his analysis of the code: If USkelet ...

Option "Use Mouse for Touch" does not work correctly when running the game in "Standalone" or "New Editor Window (PIE)" modes: Virtual joystick does not appear and mouse cursor is incorrectly hidden while captured.

UE - Gameplay - Input - Apr 1, 2025

The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...