Creating Widget at run time with an exposed variable causes Engine crash with Assertion

Tools - May 8, 2020

If you are using the default values of the In Size the project will run fine, but changing the values will make the engine crash. This was reported and tested in 4.25 (CL-13144385) and reproduced i ...

The Niagara Staticmesh data interface node Random Tri Coords doesn't respect Emitter's Deterministic Settings

UE - Niagara - Aug 11, 2021

From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...

LandscapeVisibilityMask with an RVT Landscape seems to produce a black spot instead of a hole if Dbuffer Decals are turned off

UE - Graphics Features - Dec 14, 2021

This issue does not occur if Dbuffer Decals are activated for the project. ...

Granular Synth Component does not generate sound on non-Force Inline assets

UE - Audio - Mar 7, 2022

Granular Synth Component is not generating a sound as it previously did. ...

Chaos Vehicle does not make them CCD

UE - Simulation - Physics - Jan 10, 2024

AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...

Default Data Wire Thickness in the Editor Preferences only affects Single Value data wires. Containers (Array, Set, Map) line thickness are wrongly tied to Default Execution Wire Thickness.

UE - Gameplay - Blueprint Editor - Aug 19, 2024

Changing the "Editor Preferences > Content Editors > Graph Editors > Tracing > Default Data Wire Thickness" value in the "Editor Preferences" only affects single value data wires. Containers (Array, ...

Contact shadows bug in splitscreen

UE - Graphics Features - Dec 11, 2024

Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...

Camera behavior mismatch between PIE vs Packaged game

UE - Gameplay - Feb 19, 2015

When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...

Cannot paint landscape layers onto tiled landscapes

UE - LD & Modeling - Terrain - Landscape - Jun 30, 2015

paint layers do not take effect on all tiled layers that have a material incorporated if a user attempts to paint on them from the persistent level. ...

Flipping faces on a brush affects all other brushes

UE - LD & Modeling - Modeling Tools - BSP - Apr 9, 2015

Flipping faces on a brush affects all other brushes Subtractive brushes will have their internal faces show if enough additive brush faces are flipped. If the faces of a subtractive brush are flip ...