Incorrect Skysphere Material Reflection with Ray Tracing

UE - Graphics Features - Lumen - Mar 5, 2019

The reflected Sky material looks blurry and low res when set to unlit, however setting the material to Default Lit has the correct reflection. Even though the reflection is correct the lighting brea ...

Exposure Compensation in PP Has No Effect in Mobile LDR Mode

UE - Platform - Mobile - Jul 2, 2018

Tested in 4.19, 4.20 Preview, and 4.21 Main.  Per User: Lack of the ability to tune-up the Exposure Compensation makes the scene lighting look visually incorrect, especially in fully baked environ ...

Local player's Motion Controller input appears to control remote client's Motion Controller Components on listen server

UE - Platform - XR - Jan 30, 2017

By default, the local motion controller would move remote player's motion controllers as well. Add the following to the beginning of the tick function in the MotionControllerPawn blueprint makes it ...

Material expression If node has been broken, major regression that shipped in 4.6

UE - Graphics Features - Dec 9, 2014

This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...

Blueprint actor reference breaks after hot reload

UE - Gameplay - Blueprint - Apr 21, 2016

Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...

When Mobile Deferred Shading, the DBuffer Decal is affected by metallic value

UE - Platform - Mobile - Jul 22, 2021

Use Deferred Shading (r.Mobile.ShadingPath=1) Enable DBuffer Decal All Lights’s mobility is Static Decal Material settings : Material Domain - Deferred DecalBlend Mode - TranslucentDecal Blend Mo ...

Crashes occur when creating a static texture from a non-HDR Cube Render Target in DirectX12

UE - Rendering Architecture - RHI - Sep 11, 2023

While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...

Incorrect usage of FText in EnsureMsgf does not trigger a compilation error, leads to crash in shipping

UE - Foundation - Core - Mar 1, 2018

Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...

LineTraceSingleByChannel returns a hit for any object it hits, regardless of whether or not that object has the specified collision channel set.

UE - Simulation - Physics - May 5, 2015

The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...

Piloting character actor with camera not working properly

Tools - Jun 11, 2015

When using the pilot function a character actor with a camera actor cannot move around properly. This issue may be due to something with the LevelEditorViewport.cpp UpdateViewForLockedActor function ...