Vector Field Initial Rotation will always have the same initial rotations for each emitter instance

UE - Niagara - Nov 11, 2019

The Vector Field Initial rotation module will have the same rotation for all instances of the same emitter. This is a regression from 4.22. ...

Particle System check for IsActive in Blueprints does not reset

UE - Graphics Features - Jan 4, 2016

When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...

Editor crashes when selecting compile after copying a Custom event to another blueprint

UE - Gameplay - Blueprint - Jul 28, 2016

User will hit an ensure first when pasting a copied custom event, and will crash after compiling. ...

Animgraph-Blend node-Alpha Scale Bias-larger values imprecise

OLD - Anim - Jan 21, 2015

When setting the alpha scale bias for a blend node in the AnimGraph, if you set the values so that the difference is greater than 10, the values will not enter as whole numbers (see image.) ...

Add and Renaming collapsed graphs in functions breaks refs to local vars

UE - Gameplay - Blueprint Compiler - Nov 6, 2020

When creating a class (of any kind i.e. an actor), when a collapsed graph is compiled the ref breaks when adding or renaming the graph. ...

Morph target LOD over 0 not worrking with GPU skin

UE - Rendering - Architecture - RHI - Dec 17, 2019

I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...

Deleting a material layer from a stack, re-linking the layers, then deleting that layer again crashes the editor

UE - Graphics Features - Feb 5, 2021

The important step here is to unlink the middle layer after first relinking everything. ...

Shadows cast on a translucent forward shaded materials renders with jagged edges

UE - Rendering - Architecture - Materials - Mar 31, 2022

Shadows cast on a translucent forward shaded materials renders with jagged edges. In 4.27 the edges are different with some jagged points only those points are not as prominent. [Link Removed] ...

GPU System will kill existing particles if activate is called after it has be deactivated

UE - Niagara - Oct 22, 2020

Deactivating and then reactivating the same GPU system will cause existing particles to die. ...

Changing a Packaged Game from Fullscreen to Windowed at Runtime Causes Title Bar to Disappear

Tools - Jul 6, 2016

When changing a packaged game from Fullscreen to Windowed mode at runtime, the window is placed in the top left corner of the monitor and the title bar disappears. Setting FullscreenMode=2 in the G ...