Grass draws on landscape holes

UE - LD & Modeling - Terrain - Landscape - Jul 14, 2015

Grass output in materials draws over masked locations, such as landscape visibility holes. ...

Oculus mirror window goes black when headset removed for any mirroring mode besides 0

UE - Platform - XR - Nov 16, 2016

If using any hmd mirroring mode besides 0 on Oculus, when the headset is removed, the mirroring window goes black in a packaged build, or in -game, for example: UE4Editor.exe VrTemplate4x15 MotionCo ...

Precomputed AO Masks cannot be used to LERP between Normal Maps

UE - Graphics Features - Sep 18, 2015

When using the Precomputed AO Map node to LERP between 2 Normals, only the A input into LERP will render out on the mesh. The Precomputed AO will work fine for Base Color LERPs Example: [Image Re ...

Editor Scalability Settings cannot be set per project

Tools - Dec 17, 2018

Initial setup of PostProcessQuality in the Editor .ini files does not actual change the setting. The project must be opened once and then closed in order for the settings to take effect. ...

Crash on packaged game. 4.23 will not nativize a class that creates instanced properties inside itself

UE - Gameplay - Oct 1, 2019

Description from the user: up to 4.23 properties nativize normally if they are written in C++ with the Instanced specifier. The discerning difference is that that there was no Blueprint Class itsel ...

Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to load, corrupting the asset

Tools - Oct 31, 2016

Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...

Using a custom #define as the condition for a UFUNCTION's declaration will cause the function to not show in blueprints

Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...

Collision boxes slow to move when using higher poly meshes

Tools - Jun 15, 2015

Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...

Changing component type in code breaks blueprint details for the component

UE - Gameplay - Blueprint - Jul 7, 2015

If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client

UE - Networking - May 19, 2015

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...