GPU Particle Collision causes shaking when set to bounce with low resilience.

UE - Niagara - Jul 27, 2016

A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...

If "Update Position Eash Frame" of "Skel Vert/Surf Location" is enabled, the particle continues to rotate.

UE - Niagara - May 25, 2020

It seems to have occurred since UE4.23, and the cause was the following part of "ParticleModules_Location.cpp".//From UE4.23 if (bOrientMeshEmitters) { //We have the mesh oriented to the normal o ...

LevelStreamingPersistence plugin improvements

UE - World Creation - Worldbuilding Tools - World Partition - Dec 29, 2023

UDN: [Link Removed]Fix SaveToFileCommand : [Image Removed]Problem with private properties serializing structs:[Image Removed]Add support for runtime instantiated UObject classesAdd single restore c ...

Users can't change flags on asset entries in PSD when the asset was added via a Branch In notify

UE - Anim - Gameplay - Mar 19, 2025

Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...

Unable to override private Blueprint variables in child classes

UE - Gameplay - Blueprint - Jun 16, 2022

In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...

USkeletalMeshComponent::HandleExistingParallelClothSimulation() calling WaitUntilTaskCompletes can trigger arbitrary task that modifies currently iterated UWorld::ComponentsThatNeedPreEndOfFrameSync

UE - Framework - Components - Feb 23, 2024

Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...

Physics Asset primitives are being created with the default Name as None instead of BoneName_PrimitiveType

UE - Editor - Content Pipeline - Import and Export - Oct 27, 2024

When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...

Crash when exposing a TOptional<FName> or TOptional<FText> to the editor through a UProperty.

UE - Editor - Workflow Systems - Mar 25, 2025

Support for editor-exposed uproperties of type TOptional<T> has been added by CL 28199740 on september 2023. However, since then until today in UE 5.5, a crash can happen when exposing TOptional<FNa ...

Orientation Warping breaks incoming poses where bones are in component space

UE - Anim - Gameplay - Apr 17, 2025

The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...

Crash after generating HLODs for merged meshes that have all triangles culled

UE - World Creation - Worldbuilding Tools - HLOD - Jul 25, 2024