GeneratePsyms fails with installed builds due to missing dymp_syms tool and incorrect path space handling

UE - Platform - Apple - Nov 14, 2024

Uncovered while testing [Link Removed] ...

Morph target is not applied on the first frame in Level Sequence

UE - CAPT - Control Rig - Dec 4, 2025

When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame.  In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...

FBlackboardKeySelector filters aren't applied when recompiling blueprint if a behavior tree asset containing the blueprint added as a service is closed, or if the blueprint is reparented.

UE - AI - BehaviorTree - Sep 24, 2025

Context In Behavior Trees, BT Services can be added to nodes. Those services can have configurable FBlackboardKeySelectors. BlackboardKeys are variables on a blackboard that the behavior tree can r ...

Inaccurate motion vectors when using different position binding in renderer

UE - Niagara - Jul 27, 2023

Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions.  ...

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 ...

Niagara module "Beam Emitter Setup" makes attribute Emitter.BeamID flick between -1 and LoopCount every frame

UE - Niagara - Mar 6, 2026

When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...

Packaged iOS project incorrectly includes level not selected to be cooked

UE - Foundation - Core - Cooker - Oct 11, 2017

When packaging for iOS on a Mac, the default level for a project will always be included in the packaged project even if it was not selected to be cooked and packaged. The expected behavior is that ...

Character sliding down a surface can prematurely land before reaching a walkable floor

UE - Runtime - Character - Apr 3, 2024

Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor.  This seems to occur when slidin ...

Max Pitch Angle does not correctly apply when utilized in procedural foliage volumes

UE - World Creation - Worldbuilding Tools - Foliage - Aug 27, 2015

Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...

FPackedRGBA16N is divide by 32768 twice in NEON/FPU

UE - Platform - Mobile - May 6, 2022