Scene Capture is not capture the planar reflection

UE - Virtual Production - Rendering - Jan 28, 2020

https://udn.unrealengine.com/questions/545555/view.html The issue reports as a UDN ticket. Planar reflection is not captured by scene capture.  [Link Removed] commented, I suspect it has to do w ...

Distance field shadows follow user's movement, cutting in and out.

UE - Platform - XR - May 5, 2022

Some of the shadows appear to get cut off by user's movement though level, popping in and out of the field of vision oddly. GPU dump located in [Link Removed] Issue observed on //UE5/Release 5.0 @ ...

Inconsistent Behavior for MarkFilesForDelete/MarkFileForDelete

UE - Editor - Apr 12, 2023

MarkFilesForDelete stops the files from getting deleted if they are checked out by others while, MarkFileForDelete (non-batched version) has no problem deleting such files. It looks like MarkFilesF ...

Rapid Memory consumption when adjusting slider value for Blueprint in Details Panel

UE - Graphics Features - May 12, 2016

When a Planar Reflection component has been added to a Blueprint that has adjustable sliders that can be edited via the Details panel that updates the Blueprint via the construction script the memor ...

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast it immediately disappears by hitting the world limits

UE - Runtime - Simulation - Jan 20, 2025

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...

iOS Shipping Build using std::thread crashes on launch

UE - Platform - Mobile - Jun 2, 2017

A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...

Mobile Map loading times have increased from 4.12 to 4.13

UE - Platform - Mobile - Oct 4, 2016

The loading time from 4.12 to 4.13 on mobile devices seems to have increased quite a bit. My results: 4.12.5 Windows 7 - Launch On: Loading Level 2 - .51 Loading Level 3 - .74 Loading Level 1 - .73 ...

Enhanced Input Action Triggers may be silently ignored when using multiple bindings in a context

UE - Gameplay - Input - Dec 15, 2023

The root cause appears to be an order of operations change made for [Link Removed] (CL 18309493 in UE5/Main). On EnhancedPlayerInput.cpp:238, the TriggerStateTracker is combined with state evaluated ...

FStateTreeExecutionContext::GetDebugInfoString() outputs wrong info and crashes when using linked state trees

UE - AI - Debugging - Apr 17, 2025

When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...

ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene.

UE - Runtime - Deformable - Oct 22, 2024

ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...