Ensure when changing to MSAA with Forward Shading enabled - Entry.RenderTarget->GetNumSamples() == NumSample

UE - Rendering Architecture - RHI - Dec 2, 2020

DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. This is not a regression as the same issue is hit in 4.25.4 ...

Setting Texture Object within Niagara fails to update texture

UE - Niagara - Jan 11, 2021

Based off of a saleforce ticket, it seems that reinitializing a niagara system with an updated texture, the texture does not update. The setup works correctly in 4.25, so marking as a regression. ...

When Niagara is set to DesiredAge in Sequencer, the processing load increases after play

UE - Niagara - Cinematics - Jun 3, 2021

This does not happen in 4.25.4. It has been confirmed to occur with 4.26.2 and UE4main. After playback is complete, a large amount of stalls can be seen in Insight. ...

FBX sdk give wrong normals when compile with Visual Studio 17.4.1

UE - Editor - Content Pipeline - Import and Export - Nov 24, 2022

At the time this Jira is created, UE 5.1 and 5.2 is using VS 17.3.6 which is working correctly. any update after should repro the issue. ...

NPC - Texture Sample DI does not work on Niagara Parameter Collections

UE - Niagara - Nov 8, 2023

Texture sample DIs no longer work when used with Niagara Parameter Collections. This seems to affect Volume Texture DIs based on customer reports, but I have not confirmed this.  ...

Cannot use multiple SubScene tracks

UE - Anim - Sequencer - Jun 30, 2016

Cannot use multiple SubScene tracks. When trying to add a subscene to a second subscene track, it just snaps onto the original subscene track. ...

Components spawned at runtime do not take Radial Damage if simulating physics

UE - Gameplay - Mar 16, 2015

Components spawned at runtime do not take Radial Damage if simulating physics. ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...

Crash when compiling Blueprint class based off C++ actor with a Niagara component that has a user color curve

UE - Niagara - Mar 6, 2020

When creating a blueprint class based on a C++ actor with a Niagara component, color curves will cause the editor to crash when compiling the blueprint. This will impact users creating their own cla ...

App does not appear in Settings on iOS device

UE - Platform - Mobile - Aug 11, 2016

Unable to see settings for a packaged project on iOS. Searching for the app settings also did not show anything Device tested on: iPod6_6131 OS 9.3.2 ...