GPU Crash may occur when using Nanite Tesselation on landscape with several shadow casting local lights

UE - Graphics Features - Nanite - May 5, 2025

The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...

Android: Mali Txxx GPUs Encounter Stretching Geometry When Running with Support GPU Scene Enabled

UE - Platform - Mobile - Nov 27, 2019

When attempting to run SunTemple with r.Mobile.SupportGPUScene enabled on some Mali GPUs, the project renders with what looks like pieces of the geometry stretching across the level and bending out ...

Enum Element Names Reset on Project Upgrade

UE - Gameplay - Feb 22, 2017

Upgrading a copy of a project from 4.14 to 4.15 appears to be resetting the names of enum elements on switch on enum nodes. Opening the enum, saving it, and then restarting the project seems to res ...

Apex Cloth will not render correctly with cloth assigned to multiple materials

UE - Simulation - Physics - Character - Nov 12, 2015

Apex cloth material assigned to multiple material elements will not render correctly in Persona or when PIE/Simulate in the editor. Any material element other than element 0 will be masked/invisible ...

UnrealCEFSubProcess requires Visual Studio 2013 to be compiled

UE - Foundation - Cpp Tools - UnrealBuildTool - Oct 21, 2016

When trying to build the entire engine solution or UnrealCEFSubProcess directly, Visual Studio 2013 is required to be installed for UnrealCEFSubProcess to complete successfully. There is also an err ...

[Latest Macbook Pro][Metal] blinks severely

UE - Graphics Features - Apr 6, 2017

This bug causes the screen to flicker randomly, even in simple, blank third person project templates. Even the basic starter content, the main editor area is blinking all the time if the user chooses ...

Crash when opening a blueprint that referenced a struct blueprint that no longer exists

UE - Gameplay - Blueprint - May 28, 2015

If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...

Iterative cook does not cook only changed content in Binary UnrealFrontend

UE - Foundation - Core - Cooker - Feb 7, 2017

This is not a regression as it occurs in 4.14.3. Also this did not occur in a source build of UFE from Github. Excerpt from the logs:UE4Editor-Cmd: [2017.02.07-18.58.10:328][ 0]LogCook:Display: ...

Noticeable Difference In Temporal AA Sharpness From 4.12 To 4.13

UE - Graphics Features - Oct 17, 2016

There seems to be a noticeable difference with the temporal AA sharpness in 4.13. This was confirmed by setting Temporal Sample count and sharpness with the same settings in a 4.12 project. A side b ...

MakeArray wildcard node gives a compilation error when being used in a Blueprint Macro.

UE - Framework - Blueprint - Dec 19, 2024

There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...