Implied Decal Blend Modes don't account for static ignore-switch parameters in an expected way

UE - Rendering - Architecture - Sep 28, 2021

The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...

[CrashReport] UE4Editor_Landscape!FLandscapeComponentSceneProxy::CalculateLODFromScreenSize() [landscaperender.cpp:1522]

UE - LD & Modeling - Terrain - Landscape - Mar 27, 2018

No user comments in crash group 1511 if (PreferedLOD >= 0.0f) 1512 { 1513 PreferedLOD = FMath::Clamp<int32>(PreferedLOD, FMath::Max((float)FirstLOD, MinValidLOD), FMath::Mi ...

Differences in DistanceToNearestSurface and DistanceFieldGradient results between 4.27 and 5.0

UE - Graphics Features - Apr 27, 2022

In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth.  It was also interesting to observe c ...

[CrashReport] UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [genericplatformmemory.cpp:184] - FPngImageWrapper::UncompressPNGData

Tools - Mar 23, 2018

Comment for user in crash group:Just add automotive project to my account, add it as 4.18, and each time trying to laod it, it crashes... 174 if (GWarn) 175 { 176 GMallo ...

nDisplay - UMG widgets sync

UE - Virtual Production - nDisplay - Nov 9, 2019

As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...

[CrashReport] UE4Editor_Engine!FMaterialShaderMap::GetMeshShaderMap() [materialshader.cpp:2395]

UE - Graphics Features - Mar 30, 2018

User comments in crash group:Duplicating material and switched it cause i have to use itChanging a landscape material.I just import World Machine landscape with multi-layered.Crash when reaching 16 ...

In Editor, Blueprint resources are not freed up when the Blueprint is closed

UE - Framework - Blueprint - Feb 16, 2024

It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...

Crash when opening a texture or editing its properties after stopping a preview in the material editor

UE - Rendering - Architecture - Materials - Sep 5, 2025

When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...