Open Level is not working properly on mobile devices

UE - Foundation - Core - Cooker - Dec 28, 2015

Projects created with an 'Open Level' node added within their blueprint are not working correctly on mobile devices. They do however work on Mobile PIE, PIE and Windows. Occurs on: 2894_SamsungGala ...

imageStore no matching overloaded function found error when packaging ContentExamples

UE - Niagara - Jun 26, 2018

The following error appears when packaging ContentExamples for Linux.UATHelper: Packaging (Linux): LogNiagaraShaderCompiler: Warning: (ERROR: 0:377: 'imageStore' : no matching overloaded funct ...

[Groom] Very thin hair has incorrect raytraced shadow on edges

UE - Graphics Features - Lumen - Jun 8, 2020

This only happens when 1) Hair Width is very small. e.g. 0.01 in the example 2) Light has raytraced shadow and Samples Per Pixel has a value > 1. e.g. 8 in the example The problem seems to be rel ...

Key input by Sequencer is missing in FBX output of parent-child actors

UE - Anim - Sequencer - Nov 15, 2021

This problem did not occur in 4.27.0. Animation is not output when outputting a hierarchical structure. Actor(A)   ┗Actor(B)     ┗Actor(C) This is how the attachments are registered, and the ke ...

Actors in Level Sequence in a World Partitioned level do not move

UE - World Creation - Worldbuilding Tools - World Partition - Jan 11, 2023

Regression: Tested in UE5/Release-5.0, this issue does not occur so it is a regression This issue occurs when the cube has "Is Spatially Loaded" enabled in Details as well as when the cube is added ...

Precomputed AO Mask renders with value of zero after building lighting

UE - Rendering Architecture - Materials - Jan 13, 2023

Regression: Tested in UE5/Release-5.0 at CL 20979098, this issue does not occur so it is a regression.  This issue occurs in 5.1 for both normal light building and GPU Lightmass building. In 5.0 th ...

AnimNotify does not register when used in code

OLD - Anim - Jun 7, 2016

NotifyQueue.AnimNotifies Does not register the notifies set in the editor. EX: NotifyQueue.AnimNotifies.Num() will always return 0 even when notifies are set ...

Lightmass Portal X Scale resets on update

UE - Graphics Features - Apr 20, 2017

After setting the "X" Scale of a Lightmass Portal, attempting to move/update the object causes the scale to reset to 10.0. Is this necessary for some reason? ...

Adjusting transform of a mesh with LODs causes LODs to flicker

UE - World Creation - Worldbuilding Tools - Foliage - Jun 3, 2015

If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...

ICU was built with timezones disabled for Android

UE - Platform - Mobile - Mar 23, 2017

ICU for Android was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Android implementation. We should try and build ICU ag ...