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 ...

Local binary build fails with iOS platform included

UE - Foundation - Cpp Tools - Sep 26, 2018

This report is very similar to [Link Removed] (the command line used to run the build is slightly different), but the build fails with a different error. In this case, a source file is being looked ...

Build failure after nativizing any child Blueprint class with function override (regression).

UE - Gameplay - Blueprint - Jun 7, 2018

Nativization regression in 4.20 preview 1. Cannot nativize overridden functions. Log Output:UATHelper: Packaging (Windows (64-bit)): D:/Projects/Unreal/NativizeMethod/Intermediate/Plugins/Nativized ...

[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 ...

Large Landscapes cause long PIE start time delays

UE - LD & Modeling - Terrain - Landscape - Jan 29, 2020

These delays appear with large Landscapes (for example 8029 x 8029) . The delays only start occurring after the level is saved and reopened. After which PIE start times will be 5 to 15 times longer ...