Niagara Ribbons using Two Sided materials are incorrectly lit

UE - Niagara - Apr 15, 2019

Two Sided materials are lit incorrectly on Niagara ribbons. The sides will be flipped of how they should be. ...

UDistributionFloat member resets to null upon Blueprint Compile

UE - Gameplay - May 14, 2019

A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...

Incorrect Manual Focus Distance from eye dropper

UE - Anim - Sequencer - Oct 17, 2019

The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...

Action Rpg Sample Creating a new GameplayCue handler crashes the editor in 4.24

UE - Gameplay - Dec 17, 2019

In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...

Crash renaming nested struct member while the pin is split on a node

UE - Gameplay - Blueprint - Sep 14, 2020

Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...

Crash When You Add Get Landscape Material Node

UE - LD & Modeling - Terrain - Landscape - Oct 7, 2020

After staring a new, blank project, and adding a generic blueprint actor, the editor crashes after you add a "Get Landscape Material" Proxy to the event graph within the blueprint. ...

[Reverb Effect] - Deactivate Reverb Effect Blueprint Doesn't Deactivate Reverb

UE - Audio - Aug 11, 2021

When deactivating a reverb, it's removed from the Activated List, but doesn't get removed from being the active reverb. Confirmed occurs in 4.27 and 5.0 ...

Custom Stencil does not display in UE5.0

UE - Editor - UI Systems - Apr 21, 2022

SingleSampleShadowFromStationaryLights does not work in UE5 (when GPU-Scene is used)

UE - Graphics Features - Shadows - Jul 21, 2022

The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...

Changing a Mesh's Build Scale doesn't update the Mesh's Bounding

UE - Editor - Sep 8, 2022

This is a regression tested in //UE4/Release-4.27 CL18319896 Changing a Mesh's Build Scale doesn't update the Mesh's Bounding to the same scale. ...