Reduced Tessellation at edge when using world displacement

UE - Graphics Features - Jan 11, 2016

Adding a material to a mesh that is affected by world position offset has reduced tessellation around the meshes edges. This is seen when viewed in wireframe and is influenced based off of the angle ...

Custom Node using GetPointClampedSampler causes Crash

UE - Graphics Features - Nov 8, 2016

A licensee is getting a crash when using the GetPointClampedSampler within a Custom Node. Regression? No, this crash occurs in 4.12.5, 4.13.2, and the 4.14 preview 3 release. ...

Crash when setting Texture Target for Render Target 2D created at Runtime

UE - Graphics Features - Feb 2, 2017

A crash occurs when creating a Render Target 2d and setting the texture target at runtime. After running some more tests, the crash seems to occur when setting the texture target, as the creation o ...

Specular Highlight Much Stonger/Larger In Forward Shading

UE - Graphics Features - May 15, 2017

In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...

Blueprints with Input action events are dirtied and upon being opened

UE - Gameplay - Blueprint Editor - Aug 10, 2017

Opening a blueprint that has an input event in it cause the blueprint to become dirtied and require compiling. Regression?: Yes This did not occur in 4.16.3-3561208+++UE4+Release-4.16 Versions tes ...

RecastNavMesh is not generated at loaded sublevel

UE - AI - Aug 16, 2018

RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...

Objects in the Viewport in QAGame project are displayed in low resolution.

UE - Rendering Architecture - RHI - Apr 21, 2022

Repro rate: 3/3 Objects in the viewport in QAGame project displayed  in low resolution. Issue reproduced for precompiled and not precompiled builds. Not reproduced in newly created blueprint third ...

Local fog volume rotation causes offset issues at high world position values

UE - Graphics Features - May 20, 2024

Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...

Lit Translucency Receiving Shadows with Forward Shading Enabled

UE - Graphics Features - Aug 13, 2018

When forward shading is enabled, particles that have materials with their lighting mode set to "VolumetricNonDirectional" will recieve shadows. Attached images provided by user. Found in 4.19 CL# ...

Error when quitting Launch on session - A null object was passed as a world context object to UEngine::GetWorldFromContextObject().

UE - Gameplay - Jun 20, 2017

The following errors occur when the user quits a Launch On session from the editor:LogPlayLevel: QAGame: [2017.06.20-16.26.03:085][292]LogScriptCore: Error: Script Msg: A null object was passed as a ...