Light Propagation Volume does not work on Linux

UE - Graphics Features - Feb 1, 2021

It's easiest to see the change on the top of the table or back of the chairs when following the repro steps. I've attached screenshots of the Windows and Linux comparison with Intensity set to 20. ...

Date Time node to Time span node returns inconsistent values

UE - Gameplay - Blueprint Editor - May 5, 2017

When subtracting two date time sets to find the time span between them, the results are inconsistent. The results given give the total number of the unit measured for the time elapsed were as others ...

Virtual Texturing: RuntimeVirtualTextureOutput Node Can Be Used with a Virtual Texture Domain Material

UE - Graphics Features - Jun 21, 2019

When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...

Blueprint Instanced static meshes generated in construction script do not bake lighting properly

UE - Graphics Features - Mar 12, 2015

Blueprint's with an instanced static mesh that has instance components added via construction script will fail to build lighting correctly when the pivot is placed outside the lights radius. This ...

Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser

Media Framework - Aug 8, 2016

A crash occurs when deleting a Media Player asset from the Content Browser that contained a previously referenced Sound Wave asset. This issue does not occur in any past engine versions as the prev ...

After loading a SubLevel from the PersistentLevel of WorldComposition, the offset of WorldComposition is applied when loading the SubLevel alone

UE - World Creation - Worldbuilding Tools - World Composition - Aug 30, 2018

When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...

Live: Crash when opening a blueprint who's component was edited in VS

UE - Gameplay - Blueprint - Oct 31, 2014

Added functionality to a blueprint component through code and built the project in VS. After a hot reload, I saved the blueprint and closed the editor. Reopening the editor and the blueprint cause ...

Change GetDisplayName to same behavior in all builds.

UE - Gameplay - Apr 9, 2015

Edit MattK: The display name is different when running PIE through the editor. This sort of inconsistency seems wrong. We should probably not ever be using the display name. Spaces are removed fro ...

Tool tips on the main monitor scale to the DPI of the secondary monitor.

Tools - Aug 2, 2016

If the user has different DPI Scaling set on each monitor, the main monitors tool tips will change size based on the secondary monitor. ...

Component in Child Blueprint Parented to Inherited Component Disappears

UE - Gameplay - Components - Mar 4, 2016

When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...