Normal of Skeletal Mesh is incorrect when Recompute Tangent is used when Skincache is enabled

UE - Graphics Features - Aug 12, 2020

This issue occurs in Skeletal Mesh depending on the model when Skincache is enabled and affects the rendering. ...

incorrect virtual texture shader code(in FinalizeVirtualTextureFeedback) on Mobile forward platform

UE - Graphics Features - Mar 15, 2021

in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...

UEnhancedInputUserSettings::LoadOrCreateSettings does not handle the changing of a settings class in the editor

UE - Gameplay - Input - Jun 3, 2024

proposed fix seems ok to me:  UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...

Duplicates of Actor Blueprints have a Blank, Black preview Window

UE - Editor - Content Pipeline - Content Browser - Feb 21, 2017

Duplicates of Actor Blueprints have a blank, black preview instead of the preview of the original (See sample image). Not a regression, occurs in UE4.14.3 as well ...

Force Feedback not pausing correctly during bGamePaused

UE - Gameplay - Jul 26, 2016

From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vi ...

Material Emissive Color not working with SkyAtmosphereIlluminance Material Expression

UE - Graphics Features - Jan 9, 2025

A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...

Engine level Plugins prevent content projects from cross-compile packaging on binary engine

UE - Foundation - Core - Apr 11, 2017

Content only (blueprint) projects are able to compile for Linux from Windows using a binary engine from the Lanucher. When a plugin is added to an engine for use across multiple projects, including ...

BP - Nativizing a UMG widget hierarchy in which a child widget of another widget BP type has the "Is Variable" box unchecked will result in a crash at runtime.

UE - Gameplay - Blueprint - Jan 28, 2020

When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...

Material fails to compile when virtual texture is connected to opacity mask only through Make/Break Material Attributes

UE - Graphics Features - Jun 2, 2022

If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:No virtual tex ...

Material fails to compile when virtual texture is connected to opacity mask only through Set/Get Material Attributes

UE - Rendering Architecture - Aug 19, 2022

If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...