Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

Nanite UV switch seams

UE - Graphics Features - Jun 13, 2025

Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...

Creating a new Matinee Controller node only shows the Finished pin

UE - Gameplay - Blueprint - Dec 9, 2014

Worked: P4 Main 4.7 CL:2375748 P4 Releases 4.6 CL:2369413 (Gold) Broken: Portal Binary 4.5.0 CL:2326478 After creating a matinee with event(s) in it, creating a Matinee Controller only shows the " ...

Adding a Material Parameter track sets Parameter to Master Material defaults

UE - Anim - Sequencer - Aug 5, 2016

In Sequencer, adding a Material Parameter track sets Parameter to Master Material defaults ...

Character animations are not played in sequence created from Recording First Person Template

UE - Anim - Sequencer - Aug 5, 2016

Character animations are not played in sequence created from Recording First Person Template Follow-up to [Link Removed] ...

Hot reload breaks code based struct array used in blueprints

UE - Gameplay - Blueprint - Mar 21, 2016

When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...

Waking both of a constraint's rigidbodies re-enables collisions between constrained actors that were disabled by a Physics Constraint Actor

UE - Simulation - Physics - Solver - Apr 12, 2022

Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...

Editor crashes when the "Find in Blueprints" dialog runs its indexing task after any SlowTask was canceled by the user

UE - Framework - Blueprint - Sep 17, 2024

If any SlowTask is canceled by the Editor's user, and later on the "Find in Blueprints" dialog is opened and needs to perform its async indexing task, the Editor crashes on thread FAsyncSearchIndexT ...

External Data Layers in level not removed when Game Feature Action is Removed or set to None

UE - World Creation - Worldbuilding Tools - Jan 9, 2025

When using External Data Layers in conjunction with Game Feature Plugins and World Partition levels, removing a Game Feature Action or changing its type to "None" does not remove the associated Exte ...

Regression: Selected Virtual Production Roles are saved but not loaded from Saved/Config/WindowsEditor/UserVPRoles.ini, unless file DefaultUserVPRoles.ini exists (even if completely empty)

UE - Virtual Production - Tools - Mar 7, 2025

When the "Virtual Production Utilities" plugin is enabled, the Editor makes available a list of "Virtual Production Roles", which can be created and individually selected in a "VP Roles" dropdown on ...