The Temporal console variable has the wrong value

UE - Graphics Features - Aug 20, 2019

The r.SSR.Temporal console variable value is always set to its debugging value of 0 instead of being at its default of 1 Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P6 (CL - 798402 ...

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision

UE - Simulation - Physics - Jul 7, 2015

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...

Project crashes when auto save completes after copy/pasting emitters multiple times in a system

UE - Niagara - Aug 2, 2018

Project crashes when auto save completes after copy/pasting emitters multiple times in a system Encountered same crash testing Blend_Attributes_System and ExpressionsExample_System. Doesn't seem to ...

Sequencer animations using Skeletal Mesh Pose don't play properly if following another sequence with an animation using Keep State

UE - Anim - Sequencer - Feb 20, 2019

The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...

Build lighting for single stationally light level generates a shadow map in PF_B8G8R8A8 format

UE - Texture - Nov 1, 2024

Texture format override to BGRA8 due to changes in CL-30603716. The following code can restore the previous behavior. void FShadowMapPendingTexture::StartEncoding(ULevel* LightingScenario, ITexture ...

"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level"

UE - Editor - Content Pipeline - Import and Export - Mar 18, 2022

"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...

The base color of a material in unlit mode changes when specular amount is above 0.0

UE - Graphics Features - Feb 24, 2020

Material's RGB base color values are changed in Unlit mode when specular is greater than 0.  User repro video:  [Link Removed] Tested in: 4.23.1 CL#9631420, 4.25 CL#11574810 ...

MemReport does not seem to respect mesh streaming

UE - Rendering Architecture - Aug 6, 2024

The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...

Engine Crashes When Trying To Reimport Skeletal Mesh For One That Has No Clothing Data

UE - Simulation - Physics - Character - Jan 17, 2020

The engine crashes when trying to reimport a skeletal mesh that has no clothing data. This seems related to https://jira.it.epicgames.net/browse/UE-86948. Found in 4.24.1 CL#10757647 Reproduced in ...

Hidden Shadows Aren't Rendered When Raytracing Is Enabled

UE - Graphics Features - Lumen - Mar 13, 2020

Hidden shadows aren't rendered when ray tracing is enabled. Found in 4.25 Preview 2 CL#12055273 Reproduced in 4.23.1 CL#9631420, 4.24.3 CL#11590370, 4.26 Main CL#12123513 ...