When using a Stationary or Movable Skylight with some reflection captures that are not using the High Quality Reflections (material setting) will have what appears to be an inverted mask for the ref ...
Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
Changing the name of a GameMode Blueprint that is set as the Default in Project Settings and then clicking the Project Settings Default GameMode dropdown will crash the editor. No crash report is ge ...
Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...
Flickering is occuring when using a reflection material with screen space reflection enabled. Did not start occuring until 4.19 and beyond. Tested in: 4.23.1 CL#9631420, 4.24 P3 CL#10283392, 4 ...
The backtrace is: F/DEBUG : backtrace: F/DEBUG : #00 pc 00070e22 /vendor/lib/hw/vulkan.msm8994.so (A4xCommandBuffer::HwProcessWorkload(QglWorkload*)+585) F/DEBUG : #01 pc 0004758d / ...
There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that cont ...
Meshes that have "Self Shadow Only" enabled are still casting shadows if ray tracing is enabled with DX12. Found in 4.23.1 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24 CL#10053396, 4.25 Main CL ...
Packaging or Launching the 2D Side Scroller template without making any edits results in issues that differ by browser. Firefox : A black screen appears (see screenshot) Chrome : 1/4th of the scre ...
When using a point light far from the world origin the light will have banding. The shadow bias and filter sharpen can help but they are not as consistent as settings near the world origin. The only ...