UE 5.4 - Specular/reflection disappears above 4096 resolution render

UE - Rendering Architecture - Aug 1, 2024

After a viewport is more than 4096 pixels wide, Lumen's specular reflections buffer cuts its width off at 4096 pixels. It appears that the affected buffer is "Lumen.Reflections.ResolvedSpecularIndi ...

Block noise on particles/skeletal meshes when launched onto certain Android devices

UE - Platform - Mobile - Oct 12, 2016

When launching particles and skeletal meshes on certain devices, they create block noise pixels instead of a smooth flame for example. Regression: Yes Did not occur: Binary 4.12.5-3039270+++UE4+Rel ...

"Allow Custom Depth Writes" Creates Artifacts In Depth Buffer

UE - Graphics Features - Jan 5, 2017

When a transparent material has "Allow Custom Depth Writes" enabled it is prone to have artifacts in the custom depth buffer under specific conditions. The conditions are as follows:The translucent ...

VSCode finds intellisense errors in Project source files: cannot open source file "UBT_COMPILED_PLATFORM/UBT_COMPILED_PLATFORMPlatformCompilerPreSetup.h"

UE - Foundation - Cpp Tools - Jan 28, 2020

VSCode finds intellisense errors in Project source files: cannot open source file "UBT_COMPILED_PLATFORM/UBT_COMPILED_PLATFORMPlatformCompilerPreSetup.h" Similar to [Link Removed], but that was onl ...

SWorldPartitionEditorGrid2D causing editor to crash

UE - World Creation - Worldbuilding Tools - World Partition - Mar 13, 2023

Desynchronised playback of firstime played SoundWaves with active AudioStreamCaching

UE - Audio - Mar 25, 2020

The SoundWave in the Content folder of the attached Project has been exported from Nuendo @ 120BPM 4/4, with a duration of exactly 1 Bar. The BP_Audio Actor uses the TimeSynthComponent to provide sa ...

Runtime Virtual Texture rendering can allocate more FRDGBuffers than expected

UE - Rendering Architecture - Dec 10, 2024

When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...

Slider component does not accurately update value if thumb image is large

UE - Editor - UI Systems - May 26, 2017

Slider component does not accurately update the value if thumb image is large in size. The issue is that when a value range on the slider is clicked the thumb should match the associated value; howe ...

Steam friends list is duplicated when opened for a second time in the packaged version of Shooter Game

UE - Networking - Jun 29, 2015

If a user is logged into a Steam account with between 1 and ~10 friends (Max depends on resolution, as it'll push the excess off the screen) and they open the friends list multiple times, it'll dupl ...

Consolidate ScreenSize code and refactor to avoid confusion

OLD - Anim - Aug 22, 2016

We do have very inconsistent system between Static/Skeletal and the current name is set for ScreenSize. However, Static mesh and HLOD are using ScreenSize name for Screen area calculation. We wan ...