Input pins are displayed when "StaticSwitch" is used in "Dynamic Input Script" of Niagara

UE - Niagara - Jan 24, 2020

The pin is missing the checkbox or dropdown to set the switch value on the function call node. It should only look like the screenshot if the switch value is propagated to the next higher caller. ...

Users are crashing on launch. D3D11 errors

UE - Graphics Features - Jun 23, 2015

Users are experiencing this crash on launch. They all appear to have identical machines for the most part. They've tried different GPU's though. See the additional info URL [Link Removed] [Link ...

Mouse Events cannot be treated as Touch on Android Apps on Chromebook

UE - Platform - Mobile - Mar 18, 2019

A licensee reported an issue where mouse events are not able to be used as touch events on Android apps. This was specifically reported on and tested on Chromebooks. After working with Chris Babcock ...

Material cannot be set in MaterialInterface of NiagaraParameterCollection

UE - Niagara - Apr 16, 2021

When MaterialInterface is added to UserParameter of NiagaraSystem, Material can be set in Properties. Also, in UE4main CL15988344, there is no MaterialInterface item in the NiagaraParameterCollecti ...

Changing the name of an Event Dispatcher's Input will not update existing nodes in Event Graphs and cause a compiler error

UE - Gameplay - Blueprint - Mar 5, 2015

Changing the name of an Event Dispatcher's Input will not update existing nodes in Event Graphs and cause a compiler error. The error text includes links that open the level tab rather than locating ...

Spotlights Transform Strangely When Scaled Within A Blueprint

UE - Graphics Features - Oct 31, 2016

When scaling an actor with a spotlight component that is offset from local 0,0,0 the spotlight will invert itself when passing into negative scale values. In the test project this only occurs on the ...

When it is greater than a Character Capsule's radius, SphereTraceByChannel is set to the origin location

UE - Simulation - Physics - Dec 6, 2017

When SphereTraceByChannel has a radius greater than the Character CapsuleComponent it causes the SphereTraceByChannel hitbox to register to the Character's origin point instead of the static mesh it ...

LOD distance does not match between StaticMesh and SkeletalMesh

UE - Rendering Architecture - RHI - Nov 26, 2019

[Feature Request] Validate resource lifetimes in Mesh Draw Commands to help debug dangling pointers.

UE - Graphics Features - Nov 22, 2019

Mesh draw commands don't hold strong references to resources. When caching mesh draw commands, their lifetimes can match the parent scene proxy, which can be very long. This increases the chance tha ...