The CanLaunchURL() function does not do what it seems to imply that it does

UE - Foundation - Core - Jan 15, 2018

The CanLaunchURL() function seems like it would check the provided URL to make sure it is valid. The comment for the function in GenericPlatformProcess.h appears to imply that this is what the funct ...

UMG Designer preview: Incorrect resolution on Samsung s8 and s9

UE - Editor - UI Systems - Jul 30, 2018

"By default, the device profile for android_high (which is used by phones such as the galaxy s8 and s9) gives a scale factor of 1.0 resulting in 1280x720. When choosing a ~2:1 device such as the gal ...

CachedLocalBounds is incorrectly updated

UE - Anim - Gameplay - Apr 19, 2019

USkeletalMeshComponent::CalcBounds updates CachedLocalBounds by transforming the world FBoxSphereBounds, by the WorldToLocal transform, which is not sufficient to calculate the bounds in local space ...

Animation import with "Force Front X Axis" is broken until a re-import

UE - Editor - Content Pipeline - Import and Export - Apr 24, 2019

-culture= Launch Parameter no longer working when launching standalone game

UE - Editor - UI Systems - Localization - May 8, 2018

Launch parameter for changing culture no longer working with additional launch parameters. Also tested on packaged 4.19 project with same result. ...

Cannot run packaged project if a code class contains a static FSimpleElementCollector variable

UE - Graphics Features - Nov 17, 2017

Adding a static FSimpleElementCollector variable in a code class prevents the packaged project from running. No log is created. ...

ProjectWorldToScreen always returns True

UE - Gameplay - Blueprint - Apr 4, 2018

ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...

incorrect virtual texture shader code(in FinalizeVirtualTextureFeedback) on Mobile forward platform

UE - Graphics Features - Mar 15, 2021

in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...

SingleLayerWater is rendering brighter shallow water with fog

UE - Graphics Features - Jul 12, 2021

Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...

Rifles are offset in Display 1.15 when opening Content Examples Animation map

UE - Gameplay - Oct 28, 2016

REGRESSION: YesWORKING: 3172292 (4.13.2)BROKEN: 3177600 (4.14) In the Content Examples Animation level, at Display 1.15, the rifles are offset from the character's hands for two of the skeletal mes ...