Crash when Changing the Preview render levels (to ES3)

Tools - Feb 8, 2018

If the Preview rendering level is changed to Android ES3.1 Preview during PIE, the editor will crash. ...

Collision for hidden mesh is not displayed in PIE using Showflag.collisionpawn

OLD - Anim - Oct 23, 2017

When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...

Runtime Virtual Texture samples at low precision for very large volumes

UE - Graphics Features - May 31, 2022

When using a runtime virtual texture with a resolution of greater than 2^24 we can start to see a lack of precision in sampling when the sampling UVs get closer to 1. To see this we need to be usin ...

Reflection capture memory not released

UE - Graphics Features - Mar 16, 2020

Until 4.23.1, the value of the Texture Memory Cube is reduced to an appropriate size. It is explained in the following thread:https://udn.unrealengine.com/questions/398103/index.html ...

Shortcut for Swing1Motion (2, and 3) do not change physics asset state dirty.

OLD - Anim - Sep 8, 2017

Shortcut for Toggle Angular Limits 1, 2 and 3 for Physics assets do not change phys asset state as dirty. ...

The menu and cursor are removed from the Client window when clicking Play in the Server menu in Multiplayer Shootout

Docs - Samples - Jun 29, 2015

The menu and cursor are removed from the Client window when clicking Play in the Server menu in Multiplayer Shootout. Reproduced using the 4.8.1 download of Multiplayer Shootout. Did not occur in 4 ...

Particle emitter follows camera on certain Android devices

UE - Platform - Mobile - Dec 5, 2016

When running a launched or packaged version on an Android device, if there is a particle emitter, it follows the camera looking up or down. If you have more than 1 particle emitter, it seems to corr ...

Raw Input plugin fails to process some negative values

UE - Gameplay - Input - Aug 22, 2023

Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...

BSOD when launching Twinmotion on NVIDIA 50-series GPUs with 576.02 Drivers

TM - Rendering - Apr 22, 2025

Reported from multiple users. NVIDIA RTX 50-series GPU users are reporting BSODs when attempting to launch Twinmotion with the latest drivers installed. The crashes occur on the 576.02 driver versi ...

Fix pause flags when recycling sound sources

UE - Audio - Dec 12, 2016

Issue is due to pause flags getting recycled when new sound sources are used from the sound source pool. This is a regression since 4.13, causing audio to pop. ...