When the particle system manager is enabled particle system components will always tick in start physics

UE - Niagara - May 24, 2019

The particle manager only accounts for the particle system component's attach parent's EndTickGroup. When setting the tick group through the actor component the TickGroup is set instead of the EndTi ...

GameplayAbility Blueprint's FGameplayAttribute does not retain value reference upon Compile

UE - Gameplay - Sep 17, 2019

GameplayAttribute-type function arguments in BP-callable functions(I.E a Blueprint event graph) or nodes have their value reset on BP compilation ...

UGameplayAbility::ConfirmTaskByInstanceName() has incorrect code comment

UE - Gameplay - Apr 22, 2020

UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...

Anisotropy not working correctly when used in Material Layers

UE - Rendering Architecture - Materials - Jan 17, 2024

1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...

Having two Play Persistent Audio modules in Niagara will only play the first sound

UE - Niagara - Jan 24, 2024

Only one Play Persistent Audio module will work at a time in a Niagara emitter. ...

MakeEditWidget doesn't work with the blueprint editor viewport

UE - Framework - Blueprint Editor - Dec 19, 2024

Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...

Collision boxes slow to move when using higher poly meshes

Tools - Jun 15, 2015

Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...

Changing component type in code breaks blueprint details for the component

UE - Gameplay - Blueprint - Jul 7, 2015

If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...

Set World Location at Spline Point node doesn't change spline point locations

Tools - Jul 10, 2015

The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...

Get Font Size returns 0.0 for default (null) font value

UE - Gameplay - Jan 21, 2015

When using the default value in a "get text size" node, the height and width return 0.0. Note: potentially returning null value as no hard value is presented to font. James: Should use same fall ...