Screen space reflections are flickering when using no Anti Aliasing

UE - Graphics Features - May 20, 2020

This is a regression from 4.24.3 (CL-11590370). SSR begins to flickers when AA is disabled when moving around the scene. This was reported and tested in 4.25 (CL-13144385) and reproduced in Main 4. ...

SSGI is glitchy with splitscreen multiplayer

UE - Graphics Features - May 19, 2020

Take recorder does not record camera or spring arm component transforms on player character

UE - Virtual Production - Tools - Take Recorder - May 4, 2020

Component transforms for player characters don't seem to be recorded in take recorder. ...

SSR Experimental Denoiser crashes when enabled using Vulkan

UE - Graphics Features - Apr 27, 2020

Enabled the SSR Experimental Denoiser using Vulkan causes the Engine to crash. This crash does not happen with DX11 or DX12. This happens on Linux and Windows (-vulkan). This was reported and teste ...

Maps fail to respond to any changes made in the CDO if any value has been modified in a loaded instance

UE - Gameplay - Blueprint Editor - Mar 18, 2020

TMaps do not function as I would expect when blueprinted. Any change made to the instance completely disables inheritance of all changes to the CDO, rather than only overriding the keys that are mod ...

Large Landscapes using World Composition have weird LODs when streamed out and back in

UE - World Creation - Worldbuilding Tools - World Composition - Mar 13, 2020

When World Composition Sublevels are streamed out and back in the LODs appear distorted. This reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4.23.1 (CL-9631420), 4.25 Preview ...

Drag and Drop Operations Don't Work Correctly When "Render on Phase" Is Enabled In a Retainer Box

UE - Editor - UI Systems - Slate - Jan 31, 2020

Drag and drop operations don't work correctly when "Render on Phase" is enabled in a retainer box. When "Render on Phase" is disabled the drag and drop operations work as expected. In 4.23.1 the dr ...

Mesh Renders in Main Pass if Both "Render CustomDepth Pass" & "Render in Depth Pass" Are Enabled, While "Render In Main Pass" is Disabled

UE - Rendering - Graphics Features - Dec 25, 2019

Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...

[Feature Request] SingleWaterLayer Materials don't receive shadows with Baked or Partially Dynamic Lighting

UE - Graphics Features - Dec 2, 2019

Using baked and dynamic lighting produces varying results when implementing SingleWaterLayer Materials. This was reported and tested in 4.24 Preview 4 (CL-10387632) and reproduced in Main 4.25 (CL ...

Getting Fullscreen or Windowed Resolutions doesn't fully execute on Linux

UE - Rendering - Architecture - RHI - Oct 28, 2019

When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux.  In Engine ...