Atmospheric Fog Sun Disc Has Wrong Intensity

UE - Graphics Features - May 4, 2018

This behavior has been observed in 4.18.3, 4.19.2, and Main (CL 4048405). Note that adding  BP_Sky_Sphere to the scene and assigning the Directional Light Actor to it will fix the issue. Per User: ...

Atmospheric Fog Sun Disc Has Wrong Intensity

UE - Graphics Features - May 4, 2018

This behavior has been observed in 4.18.3, 4.19.2, and Main (CL 4048405). Note that adding  BP_Sky_Sphere to the scene and assigning the Directional Light Actor to it will fix the issue. Per User: ...

Device Token can not be Acquired When Remote Notification on iOS

UE - Platform - Mobile - Dec 3, 2018

I received a report that there is a situation in UE 4.21 that it is not possible to acquire push notification device token on iOS And they seem to have solved the problem by fixing the following pa ...

SynthComponent does not execute OnStop() after calling Stop()

UE - Audio - Nov 26, 2019

SynthComponent does not execute OnStop() after calling Stop(). OnStop() will be called in PumpPendingMessages() via OnGeneratePCMAudio(). But after stopping the AudioComponent, the procedural Sound ...

Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode

UE - Graphics Features - Dec 1, 2020

Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...

Niagara preview viewport and timeline are locked to 30fps

UE - Niagara - Aug 10, 2020

The Niagara preview viewport seems to be fixed at a 30fps update time, which makes it difficult to fine-tune short lifetime FX. It would be good to either have options for viewport max fps, or for s ...

[AI] UE_MT_SCOPED_READ_ACCESS(NavElementAccessDetector) Fails in editor on fresh sync

UE - AI - Navigation - Jan 27, 2025

Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...

Wolrd Partition Foliage Builder - Fails to build with multiple external actor folders.

UE - World Creation - Worldbuilding Tools - World Partition - Apr 1, 2025

Hello, We are building a world with world partition & a lot of nanite foliage. We want to modify out Foliage Instance grid size via the commandlet. [Link Removed] Even in a new empty level the c ...

Precomputed lighting is not saved when using Save As or Duplicate for levels

UE - Graphics Features - Sep 30, 2016

Lighting is invalidated with levels that have been duplicated or Saved As. The maps that are created are immediately marked dirty and need to be resaved vs how they were in 4.12.5 where they wouldn' ...

Dithered LOD Transition Has Visual Pop

UE - Graphics Features - Dec 28, 2016

When a static mesh that is placed in the scene begins to transition using dithered LOD, The LOD that is being transitioned away from will "POP" in at full opacity for a moment just before the dither ...