Budget allocator fails to register components dropped into a level when NetMode is client on PIE

UE - Anim - Runtime - Oct 24, 2023

Registration of budgeted components with the allocator fails when running in ENetMode::NM_Client.  The initialization order when running in this mode is different to Standalone net mode which ends u ...

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 ...

Input Actions bound to Any Key become unresponsive after mouse scroll until scrolled again

UE - Gameplay - Input - Mar 28, 2025

In UE latest release (5.5 launcher version), Enhanced Input Actions mapped to "Any Key" stop responding after scrolling the mouse wheel. Specifically, scrolling either up or down disables the Any Ke ...

Actors in sublevels do not replicate to Clients after Seamless ServerTravel

UE - Networking - Dec 9, 2015

Actors in sublevels do not replicate to Clients after Seamless ServerTravel. The user reporting this noted that "[...] UNetDriver::IsLevelInitializedForActor() keeps returning false even when the ac ...

Niagara Data Interface "Errors and Warning" section on Module Details not updating when error messages change

UE - Niagara - Aug 14, 2025

This is a regression: it worked correctly up to UE 5.5, but not in 5.6 or mainline latest. Possibly caused by CL 40093049. Class UNiagaraDataInterface provides virtual method GetFeedback(), which a ...

NavLink Proxy CHILD ACTOR stops working in a Packaged and Standalone game

UE - AI - Oct 5, 2017

NavLink Proxy CHILD ACTOR stops working in a Packaged and Standalone game. Works as expected in PIE. Licensee Description: Force Rebuild on Load is not called and the nav links as child actors do ...

Missing UV Clamping or Clear in SunAlphaPS_Mobile

UE - Platform - Mobile - Nov 13, 2025

In: void SunAlphaPS_Mobile( float2 InUVs[8] : TEXCOORD0, in FStereoPSInput StereoInput, out HALF_TYPE OutColor : SV_Target0 ) { OutColor =  SunUnBias(SunShaftAndDofTexture.Sample(SunShaftAndDo ...

Niagara - When Interpolated Spawning is disabled, the first frame of each particle unexpectedly does not take into account the Particle Update stage

UE - Niagara - Feb 28, 2025

Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...

Users Unable to create C++ Projects

UE - Foundation - Core - Mar 6, 2015

2nd AH post with the same issue: https://answers.unrealengine.com/questions/183441/cant-load-c-projects.html Multiple people have reported not being able to create a C++ project. Creating a Bluepr ...

Niagara Scalability Crash When Processing Significance

UE - Niagara - Jun 4, 2025

Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...