ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene.

UE - Simulation - Visual - Oct 22, 2024

ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...

The Remove-On-Break feature, set on Fracture Mode on Geometry Collections, stops shrinking and shows strange behaviors

UE - Simulation - Visual - Oct 15, 2024

The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...

Crash with for loop and TArray in constructor to generate multiple StaticMeshComponents

UE - Foundation - Core - Apr 20, 2015

Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...

Changing the “show mouse cursor” variable of PlayerController with a mouse button input does not work the same as with a keyboard input

UE - Editor - UI Systems - Slate - Oct 6, 2020

Using the mouse input to show the mouse cursor acts like an Alt+Tab. When clicking the mouse input again to no longer show the cursor, the camera controls stop at the edge of the screen. Reported i ...

Make Bitmask node returns incorrect value when using custom Enum

UE - Gameplay - Blueprint - Jul 5, 2016

When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...

Opcode shader compilation error when using a TextureSampleParameterCubeArray node with hardware ray tracing enabled

UE - Graphics Features - Ray Tracing - Mar 31, 2025

Materials containing a cube array texture sampling node will not compile when hardware ray tracing is enabled. The shader compilation error indicates that an invalid op code was used: "Opcode Sample ...

Code classes that include a CableComponent cannot be built in Visual Studio without making a modification to the CableComponent.h file in source code.

UE - Gameplay - May 14, 2015

Adding a cable component to a custom code class will result in a build failure in Visual Studio unless the Cable Component's source code is modified to include CABLECOMPONENT_API. ANSWERHUB:https:/ ...

Unexpected behavior occurs when the default elements of a TMap in an Actor Component are modified in an instance of a Blueprint containing that Actor Component

UE - Gameplay - Blueprint - Jan 17, 2017

Adding an Actor Component that contains a TMap property to a Blueprint results in unexpected behavior when default elements of the TMap are modified in an instance of the Blueprint in the level:Addi ...

Missing texture assets cause warnings on editor start: LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.

UE - Editor - UI Systems - Jan 7, 2025

There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...

[CrashReport] Assertion failed: Canary == ShaderMagic_Initialized

UE - Graphics Features - Jun 13, 2017

This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...