Adding Niagara system to a projectile causes a crash

UE - Niagara - Jul 29, 2019

Adding a Niagara system to a BP_Projectile in a C++ First Person Project  and then restarting it causes the editor to crash. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 (CL - 744 ...

FloatCurveAsset reference is lost when reopening a Struct

UE - Gameplay - Feb 18, 2020

Structs containing references to instances in the content browser of FloatCurves fail to store these data formats as default values. This was reported and tested in 4.24.2 (CL-11100242). This was r ...

First Person Template content is not available to be added to another project

UE - Content - Feature Pack - Nov 12, 2021

First Person Template content cannot be added to another project through the "Add Feature or Content Pack" function. This occurs in both 5.0-Early Access 2 and 4.27.1 Tested in //UE4/Release-4.26 ...

Automation Wait for Loading node crashing with fatal error in shipping build

UE - Automation Test - Jun 8, 2023

Using the Automation Wait for Loading node in a shipping build causes a fatal error when the node is called. This issue is occurring in Binary  //UE5/Release-5.2 @ CL 25360045  This issue is occur ...

Temporal Super Sampling flickering temporal analysis visualisation mode indicates temporal analysis disabled for all objects on screen

UE - Graphics Features - Jan 24, 2025

This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...

Matinee not triggering when moved from one level to another

Tools - Oct 19, 2015

It appears that if you create a Matinee in a Sublevel, and then subsequently move the matinee between levels. It will not keep associations with the attached actors in the Matinee and not trigger e ...

Skylight does not honor the Visibility settings when hidden

UE - Graphics Features - Sep 19, 2016

The Skylight actor cannot be disabled when using 'Hide' from the right-click context menu or using the visibility eye icon in the World Outliner. ...

Light Shaft Occlusion causes exponential height fog to render incorrectly in stereoscopic

UE - Platform - XR - May 26, 2016

Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...

Editing static functions in Blueprint Function Libraries with hotreload can cause saving issues with blueprints calling them

UE - Gameplay - Blueprint - Sep 26, 2016

When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...

Packaged HTML5 games are showing up in only a quarter of the screen display

UE - Platform - Mobile - Oct 14, 2016

HTML5 projects, once packaged are not showing up properly in the browser window. They're about a quarter of the size they should be. This does not happen in launch on, only package. This does not h ...