Precomputed Visibility no longer calculated on Landscapes

UE - LD & Modeling - Terrain - Landscape - Jun 24, 2015

Placing a Precomputed Visibility Volume around or through a landscape does not seem to calculate precomputed visibility for that landscape. This is a regression from behavior in 4.7.6. Also Tested ...

geometry script AppendSimpleSweptPolygon can crash if called with empty path

UE - Graphics Tools - Modeling Tools - Apr 26, 2022

geometry script "Append Simple Swept Polygon" crashes if called w/ an empty path (but non-empty cross section polygon) ...

GetKnownPerceivedActors doesn't stop calling when specified AISense should be forgotten

UE - AI - Mar 17, 2019

There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...

Compile error with Local Variable of a Struct that contains a Set or Map type

UE - Gameplay - Mar 7, 2017

Compile error with Local Variable of a Struct that contains a Set or Map type. Standard and array variables work without issue. Non-local variables also work without issue. ...

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 ...

Grid like distortion when using a render target 2d material in UMG with the Samsung Galaxy S3 and Firefox

UE - Platform - Mobile - Mar 9, 2015

Edit MattK: This is probably not UMG related. There is a grid like distortion when using a render target 2d in UMG on the Samsung Galaxy S3 ...

No shadow cast after Static Mesh Editor material assignment

UE - Editor - Content Pipeline - Datasmith - Importer - Apr 21, 2020

This is a Rhino file. Shadows are not cast on the Static Mesh after materials are assigned in the Static Mesh Editor. This was reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4. ...

Interface with one or more BlueprintNativeEvent declarations will lead to a compile failure during packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Nov 14, 2017

In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...

Collision Problems on Meshes with Collision Complexity Setting UseComplexAsSimple

UE - Simulation - Physics - Dec 20, 2018

Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...

DBuffer Decals render on top of HISM

UE - Graphics Features - Aug 3, 2015

DBuffer Decals are rendering on top of Hierarchical Instanced Static Meshes despite being placed in the world behind the meshes. Also Reproduced in Main CL-2646357 and Releases 4.9 CL-2641818 [Ima ...