Forward Rendering shading flicker on some assets set to Static

UE - Graphics Features - Jan 18, 2017

When forward shading is enabled some assets will have a shadow flicker along their face geometry. It has a similar look of z-fighting with polygon faces. This issue does not happen in Deferred rende ...

Datasmith & mikktspace tangent cause entities to glow with lightmaps

UE - Editor - Content Pipeline - Datasmith - Exporters - Feb 22, 2019

The steps above are reduced to their simplest expression.  I appears that several customers complained about lightmap baking resulting in glowing objects.  This typically happens on interior door fr ...

Getting Fullscreen or Windowed Resolutions doesn't fully execute on Linux

UE - Rendering Architecture - RHI - Oct 28, 2019

When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux.  In Engine ...

Translucent materials with tessellation

UE - Graphics Features - Oct 3, 2017

When using a material with a translucent blend mode, you can not use the lighting modes "Volumetric PerVertex NonDirectional", or "Volumetric PerVertex Directional" and the Tessellation settings "PN ...

UPoseAsset::SetBasePoseName() always sets INDEX_NONE

UE - Anim - Runtime - Apr 11, 2025

UPoseAsset::SetBasePoseName() does not correctly set the BasePoseIndex when a valid pose name is provided. Regardless of input, the pose defaults back to ReferencePose. Upon inspection of the implem ...

StreamableManager does not apply CoreRedirects to loaded paths

UE - Framework - Jun 12, 2025

When loading soft object paths directly, it applies any important CoreRedirects by calling the function FixupCoreRedirects if the initial load attempt fails. In the repro steps, this will apply this ...

WorldCoordinate3Way produces Incorrect Axis Lerps

UE - Graphics Features - May 18, 2016

The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...

Editor Crash when attempting to enter Mesh Paint / Landscape /Foliage Modes while Simulating

UE - Editor - Workflow Systems - Jan 12, 2017

Editor crash will occur when a user attempts to enter the Mesh Paint, Landscape, or Foliage modes while Simulating. Links to CrashReporter: Foliage: [Link Removed] Landscape: [Link Removed] Mesh Pa ...

Packaging for ARM 32 bit fails during build phase with libopenvr_api.so: file not recognized

Tools - May 8, 2017

This is the ouput in the UnrealBuildTool log:[301/301] Link ThirdPersonServer D:/GitHub-Release-4.16/3427662/Engine/Source/ThirdParty/OpenVR/OpenVRv1_0_6/lib/linux64/libopenvr_api.so: file not reco ...

LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created

OLD - Anim - Aug 8, 2017

LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...