Niagara - When Interpolated Spawning is disabled, the first frame of each particle unexpectedly does not take into account the Particle Update stage

UE - Niagara - Feb 28, 2025

Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...

Instanced Static Mesh does not apply World Aligned Material correctly

UE - Graphics Features - Aug 22, 2016

If you apply a material that uses World Aligned Blend to an instanced static mesh, it will display differently than an non-instanced static mesh with identical settings. They only look identical if ...

[CrashReport][Assert] UnrealEditor-RHI!FRHIResource::MarkForDelete() [Engine/Source/Runtime/RHI/Private/RHIResources.cpp:49]

UE - Rendering Architecture - Materials - Dec 18, 2024

One of the users described this issue as below. "At seemingly random times while working in the material graph, some action will cause a hitch or freeze, and quickly after the engine will crash, an ...

Absolute World Position post process no longer works in mobile preview

UE - Platform - Mobile - Sep 2, 2020

User reports this work correctly in 4.24, but now no longer works as expected in 4.25.I don't have a clear CL just yet, marking unconfirmed. If you change the settings to use ES3.1 Preview and just ...

[CrashReport] Fatal error: Couldn't find shader - FMaterial::GetShader()

UE - Graphics Features - Jul 20, 2017

This is a common crash affecting users in 4.16. User DescriptionsTried to edit the VivePreController Meshtried to edit SM_Skysphere after shaders had finished compiling. For no other reason than th ...

Editor crashes while switching to paint mode if material has a grass output and landscape visibility mask

UE - LD & Modeling - Terrain - Landscape - Aug 10, 2016

Editor crashes while switching to paint mode if material has a grass output and landscape visibility mask. Frequency: 3/3 ...

mobile DOF setting is not applied when play on standalone mode

UE - Platform - Mobile - Feb 20, 2023

In 5.0, the mobile depth of field settings were correctly reflected when running standalone. However, in 5.1, the DOF doesn't appear to be working correctly and the focus is off, causing a blurry im ...

LIVE: RENDERING: Precomputed Visibility volume is not registering Statically Occluded Primitives nor allowing visibility cells to be rendered

UE - Graphics Features - Jul 3, 2014

Build: 4.2.1-2101290 Description: Currently, precomputed visibility volumes do not seem to alter occluded primitives, nor do they show visibility cells when r.ShowPrecomputedVisibilityCells 1 is en ...

[CrashReport] Ensure - UE4Editor_Renderer!FPlanarReflectionParameters::SetParameters() [planarreflectionrendering.cpp:704]

UE - Graphics Features - Apr 4, 2018

No user comments in crash group. Similar callstack in [Link Removed] but that is a crash and this is an ensure. 701 if (ReflectionSceneProxy && ReflectionSceneProxy->RenderTarget) 702 ...

The VertexInterpolator connected to a Normalize node, input into BaseColor results in black Mesh LOD Coloration

UE - Rendering Architecture - Materials - Nov 16, 2021

It does not appear to matter to the repro steps what is input to the VertexInterpolator, it matters more that there is a Normalize between the VertexInterpolator and the base color input of the mate ...