Decals are corrupted when VRS is enabled on some console platforms, and possibly PC

UE - Platform - Console - Oct 1, 2024

Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...

PLATFORM_SOCKETSUBSYSTEM is not defined for PS5

UE - Platform - Console - Sep 22, 2021

The PLATFORM_SOCKETSUBSYSTEM macro is defined in SocketSubsystem.h for some platforms, while others add the definition in a Build.cs file (e.g. Sockets_XboxOneGDK.Build.cs). This definition is missi ...

XboxOne D3D12 Graphics Artifacts

UE - Platform - Console - Dec 4, 2018

Multiple licensees are experiencing this problem. The repro should look like this initially: [Image Removed] But then over time will degrade overtime into something like this this, most likely cau ...

PIX still works after PIX Profiling is disabled on BP Projects

UE - Platform - Console - May 5, 2017

Disabling PIX Profiling in the project settings for Xbox One does not actually disable PIX Profiling. This does not happen with C++ projects This is a Regression ...

XB1: intro movie displays black

UE - Platform - Console - Mar 17, 2017

Launching an intro movie using MoviePlayer->SetupLoadingScreen() works correctly on windows, but fails to display the movie on XB1. See FShooterGameLoadingScreenModule::StartupModule() ...

XB1: assert failure writing memreport from packaged build

UE - Platform - Console - Mar 6, 2017

In case of running a packaged build the file can't be written on the G drive. HandleMemReportDeferredCommand writes to a relative path by default, but such files should be written to the developer ...

Pass check wrong in FRenderTargetPool::FindFreeElement

UE - Platform - Console - Mar 1, 2017

Looks like the pass count check for assigning the fast vram flag is wrong when looking for a pooled render target and always discards the first found RT when making multiple passes. Code should like ...

GPUFree is called on allocations not made with GPUMalloc

UE - Platform - Console - Aug 30, 2016

GPUFree is sometimes called on allocations not made with GPUMalloc. Later this will cause GPURealloc to be called with invalid values and cause a crash. This can occur with vertex buffers. ...

Possible incorrect suspend/resume handling during Xbox Live games

UE - Platform - Console - Jun 30, 2015

The post at the additional info URL describes a possible engine bug: being unable to connect to an online game after a suspend and resume during an online game. Can we see if this reproduces in Shoo ...