Additive Pose Asset arms become over exteneded when blended with reference pose

OLD - Anim - Jan 27, 2017

Asset is praising the sun rather than having his arms straight out to the sides when blended with the reference pose. This is a regression from 4.14.3 ...

Reimporting skeletal mesh clears material references from material slots

Tools - Jan 30, 2017

This occurs in //UE4/Release-4.15, //UE4/Dev-Editor, and //UE4/Main Does not occur in 4.14.3 ...

Changes of parameters from materials do not update in viewport after UE restart until recompiling

UE - Graphics Features - Jan 31, 2018

There is an issue where changes of VECTOR(3) parameters from materials do not update in viewport after UE restart until recompiling. This issue does not appear to be a regression. ...

Both HLOD and StaticMesh Visible in Play Modes

UE - World Creation - Worldbuilding Tools - HLOD - Sep 12, 2019

 Both HLOD and StaticMesh Visible in Play Modes. Found in  4.23 CL# 8386587 and 4.25 CL# 8569829 ...

Selecting Reimport on a virtual texture results in crash

UE - Graphics Features - Nov 14, 2019

Reimporting a virtual texture results in a crash. Tested in: 4.24P2 CL#10091930 ,  4.25 CL#10183780 ...

Automotive Photo Studio Template project renders custom render passes incorrectly

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 19, 2019

Renders with a custom render pass from the level in the Automotive Photo Studio Template are incorrect. They appear to be affected by auto exposure.  ...

No alpha to coverage for ES3.1 and mobile Vulkan

UE - Platform - XR - Jan 29, 2020

MSAA is not applied to masked textures/materials. Testing blocked in MAIN 4.25 @ CL 11144351 by [Link Removed] ...

Landscape Grass scale not applied when min and max are same value

UE - World Creation - Worldbuilding Tools - Foliage - Feb 13, 2020

If min and max scale are the same in a LandscapeGrassType asset, scale will not be applied. Confirmed in 4.25 MAIN @ CL 11318998 ...

Shader Complexity not working correctly on Deferred Decals

UE - Rendering - Graphics Features - Sep 3, 2020

If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...

Thin Translucent rendering output is different on UnrealEditor/PC and PS5 with Ray Tracing enabled

UE - Graphics Features - Lumen - Aug 8, 2024

Reported from UDN With RT Translucency and Reflections enabled, Thin Translucent rendering is incorrect on PS5 in UE 5.3 ...