Arithmetic assignment operators (e.g. +=, *=) in Niagara inputs are applied twice .

UE - Niagara - Jan 9, 2024

Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack.  This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...

Applied external forces to vehicles may be nullified by sleeping

UE - Simulation - Physics - Solver - Jan 12, 2024

If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...

Crash during garbage collection when container UPROPERTIES specify raw interface pointer element types without TScriptInterface wrapper

UE - Foundation - Cpp Tools - UnrealHeaderTool - Oct 1, 2024

When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...

Editor crash when adding mesh renderer elements in Niagara

UE - Niagara - Jul 8, 2025

When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...

Landscape Layer Blending Painting Issue

UE - Graphics Tools - Terrain - Sep 10, 2025

There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...

Artifacts appear on translucent particle systems during camera motion blur

UE - Rendering Architecture - Jul 23, 2025

Translucent particle systems exhibit visual artifacts when the camera moves, even though motion vectors are disabled for the particle emitters. While switching the Translucency Pass to "After Motio ...

PreviousDesiredLoc and PreviousArmOrigin do not update with World Origin Shifting

UE - Gameplay - Sep 14, 2015

Currently, PreviousDesiredLoc and PreviousArmOrigin are not updated when the world origin is updated, which causes camera lag to snap the camera to its new position instead of smoothly transitioning ...

Access None errors creating log spam in user's project when editing BP

UE - Gameplay - Blueprint - Mar 16, 2015

Access None errors creating log spam in user's project when he is editing the BP. This causes a gradual, but significant, increase in the Editor's memory usage. It appears to occur with a a refere ...

Can add pins to nodes during PIE

UE - Gameplay - Blueprint - Feb 5, 2015

Pins can be added to blueprint nodes during read only modes, such as PIE. ...