'Platform Stats' incorrectly display the number of Texture Calls for a material

UE - Rendering Architecture - Materials - Jul 29, 2024

When the DBuffer is disabled in the project settings, the Material Editor Stat page will still display the estimated texture lookups for the DBuffer. It appears that the code that adds these estimat ...

tvOS is not a supported platform for PlatformerGame

Docs - Samples - Aug 16, 2016

tvOS is not listed as a supported platform for PlatformerGame ...

tvOS is not a supported platform for StylizedRendering

Docs - Samples - Aug 16, 2016

tvOS is not listed as a supported platform for StylizedRendering ...

Particle AnimTrails do not render on Android with Mali chipset when using OpenGL ES 3.1

UE - Platform - Mobile - Nov 22, 2016

Particle AnimTrails are not rendering on Mali but will render on the Adreno when using the OpenGL ES 3.1. ES2 renders correctly on both devices, just ES 3.1 does not. The devices compared: Working ...

Setting Physics Blend Weight to anything between 0 and 1 causes erratic behavior

UE - Simulation - Physics - Jul 27, 2015

If the user simulates all bodies, and then sets the physics blend weight to a decimal value between 0 and 1, the skeletal meshes will spin out of control. This doesn't happen if the physics blend w ...

Adding a Named Slot to a UMG Widget is causing the number to increase rapidly.

UE - Editor - UI Systems - Feb 25, 2015

If you create a new Blueprint Widget, place a button into the widget, and click, hold, and drag a Named slot onto the button, the number of the Names Slot will keep increasing as long as the named s ...

Editor Crashes When Cloth Asset Is Applied To Material With Support Compute Skincache Enabled

UE - Simulation - Physics - Character - Feb 24, 2017

After enabling Support Compute Skincache if you attempt to apply a cloth asset to a material in the skeletal mesh editor the engine will crash. This may seem similar to [Link Removed] but I confir ...

Support for 16-bit precision for positions in vertex buffer

UE - Graphics Features - Sep 7, 2018

Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...

[MAC]: Leap Motion Support?

UE - Platform - XR - Jun 29, 2015

Can we add Leap Motion support to the Mac? The current UE4 plugin doesn't support the Mac, but the Leap has official Mac drivers, so it should be possible to add. ...

Depth Fade Material + Mobile HDR Disabled does not work with OpenGL 3.1 on Oculus Go

UE - Platform - Mobile - Dec 28, 2018

"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling  r.M ...