Crash when making Android package in SlateTextShaper.cpp

UE - Editor - UI Systems - Slate - Apr 7, 2020

Crash when outputting garbled text when creating Android package. It did not occur in my colleague's environment using English OS, but occurred in my environment using Japanese OS. This issue should ...

Morph target LOD over 0 not worrking with GPU skin

UE - Rendering Architecture - RHI - Dec 17, 2019

I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...

User Defined Enums may lose their display names on upgrade to 4.15

UE - Gameplay - Blueprint - Jan 26, 2017

Some users are reporting that User Defined Enums are losing their display names when upgraded to 4.15. ...

Setting Fixed Frame Rate Prevents Particle Collision In PIE, Standalone, and Packaged Game

UE - Graphics Features - Oct 12, 2016

If you set the project to use a fixed frame rate, particle collision no longer works. ...

Landscape No Longer Renders when Setting Max Desired Draw Distance Above 0

UE - World Creation - Worldbuilding Tools - World Composition - Jul 1, 2019

Landscapes no longer renders when setting max desired draw distance above 0. Found in 4.21 CL# 4753647, 4.22 CL# 7053647, 4.23 CL# 7208101. 4.24 CL# 7210422 ...

Material editor crash in 5.0.2

UE - Rendering Architecture - Materials - Sep 2, 2022

Nanite custom depth rendering is missing support for r.CustomDepthTemporalAAJitter=0

UE - Graphics Features - Nanite - Dec 14, 2023

Nanite custom depth rendering doesn't "de-jitter" the view parameters for custom depth rendering when r.CustomDepthTemporalAAJitter is set to 0. This was discovered by a licensee and reported via U ...

Distortion Displacement Track is empty in new level sequence using a distortion file with a framerate of 0

Docs - Samples - Aug 8, 2017

Distortion Displacement Track is empty in a new level sequence using a distortion file witha framerate of 0. ...

Scene Color node with UV input on a transparent material renders incorrectly in stereo

UE - Platform - XR - Jan 19, 2021

From Licensee: When we have Instanced Stereo enabled, all our materials that use Scene expression nodes (SceneDepth, SceneColor, etc...), render incorrectly in the right eye. It only happens to the ...

Build Error when using ENUM without 0 entry

UE - Foundation - Cpp Tools - UnrealHeaderTool - Nov 26, 2019