Physics Constraint Actor: When plasticity is enabled, Drive Position Target is reset to zero on constraint initialization

UE - Runtime - Simulation - Mar 5, 2026

When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...

Niagara module "Beam Emitter Setup" makes attribute Emitter.BeamID flick between -1 and LoopCount every frame

UE - Niagara - Mar 6, 2026

When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...

Cursor radius set via FSlateApplication::SetCursorRadius is ignored during FHittestGrid hit testing

UE - AI Workflows - UI Systems - Slate - Mar 16, 2026

The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...

Default level Sun Disc precision issue on Android

Docs - Samples - May 2, 2016

Sun disc in the default level has precision or depth fighting issues ...

Get bounds node for the Steam VR Component Does not appear to return the actual bounds

UE - Platform - XR - Apr 11, 2016

[NickW] This needs to pull the Play Bounds from Vive. The old soft / hard bounds system appears to be partially deprecated The Get bounds node does not appear to return the correct in game chaper ...

Importing multiple SpeedTree assets that use the same texture will not assign correctly

UE - Graphics Features - Sep 25, 2015

When importing multiple SpeedTree assets that use the same material will cause one to import blank (black) materials and assigned. This happens when importing into the same folder, however, if impor ...

When Previewed, Material Nodes are not labeled as such until a new Node is added

UE - Rendering - Architecture - Materials - Jan 22, 2016

When you preview a node in the material Editor, the node color will correctly switch to the Preview Blue, but will not show the preview tag until another node is added to the Graph. Preview Node:[I ...

Packaged GearVR Project fails Oculus Submission Validator tool

UE - Platform - Mobile - Oct 5, 2015

Running with Latest Android Works install and OpenSSL 1.0.2d, a packaged GearVR project from the Editor will fail the Oculus Submission Validator with 5 warnings. [Image Removed] Project Android S ...

DrawMaterial() Function not Rendering Transparency when using Dynamic Material Instances

UE - Graphics Features - Oct 1, 2015

When using a Dynamic Material Instance feeding into a Draw Material in a HUD Blueprint Class, Translucent Materials will not render. This looks to be a special instance case of [Link Removed]. ...

Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor

UE - Gameplay - Blueprint - Jun 17, 2016

Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...