Shadow flicker with dynamic lighting at low cascade levels when FOV changes

UE - Graphics Features - Sep 1, 2017

When using low shadow settings there is a flicker that occurs when changing a camera FOV, the flicker will end as soon as the FOV has finished adjusting to the new FOV. This can occur when:Using a ...

Lightmaps on Mobile Devices Appear Dirty and Blurry

UE - Platform - Mobile - Nov 28, 2017

When deploying project to a mobile device, the quality of the baked lighting and shadows becomes very poor compared to "Mobile Preview." Lightmaps appear dirty and blurry, with splotches (As shown i ...

[CrashReport] GPUCrash - exiting due to D3D device being lost - D3D Hung - AMD

UE - Graphics Features - May 14, 2019

Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house AMD information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Contai ...

Inconsistent texture loading issue within material editor

UE - Rendering Architecture - Materials - Jul 16, 2025

A licensee has reached out via EPS about a texture loading issue they are having in-editor. I summarized the most important points below:The issue relates to texture load failure associated with mat ...

Static lighting issues with foliage

UE - World Creation - Worldbuilding Tools - Foliage - May 28, 2016

The user reports a scene with a reasonable number of foliage instances renders with black lighting: After updating to 4.11 (.1 or .2 doesn't matter) I have not been able to bake my lighting properl ...

Blend Node performs Blend Time after being re-initialized with a different Active Value

OLD - Anim - Jul 10, 2017

Setup: Blend by Bool>Slot>Final Pose. Say the bool starts on true. While playing a Montage on the slot, flip the bool value to false. After the montage finishes, the blend node will start on true ...

[CrashReport] UE4Editor_UMG!CastChecked<UUserWidget,UObject>

UE - Anim - Sequencer - Aug 14, 2017

This is an early trending crash in the 4.17 release. This may be a regression as there is no initial evidence of this callstack occurring in 4.16. User DescriptionsJust compiled my widget Source C ...

[CrashReport] UE4Editor_SlateCore!SWindow::IsVisible() [swindow.cpp:1320]

Tools - Oct 12, 2017

This is a trending crash coming out of the 4.18 previews and 4.18.0. The callstack is similar to a Mac crash that was fixed in 4.16.2 - [Link Removed] User Descriptionswas testing 3rd person temp ...

Native variable references like GameplayAttribute cannot be searched by "Find in Blueprints" or "Asset Search"

UE - Framework - Blueprint Editor - Jan 4, 2023

"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...

UNetDriver server-side hitch results in ActorInfo->NextUpdateTime far into future

UE - Networking - Feb 16, 2024

A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...