UV Coordinates and Gradients are behaving unexpectedly when run 1-0 (White on Top, Black on Bottom)

UE - Graphics Features - Sep 30, 2015

When multiplying a Gradient running from White on Top to Black on Bottom (1-0) by a Texture Coordinate, there are unexpected results rendered which is not seen when multiplying the Coordinate by a B ...

Dismissing "Place phone into daydream headset" leaves app at black screen

UE - Platform - XR - Jun 29, 2017

Currently experiencing an issue when re-entering Google Daydream game after exiting the Daydream setup (place your phone in headset) screen by pressing the x in the top left corner of the screen. Wh ...

Launching a specific UDN Project with Vulkan Support enabled crashes launching on Quest

UE - Platform - XR - Jul 30, 2020

When attempting to run the attached Project submitted from UDN, it will crash on launch. If Vulkan support is disabled, the Project will run as expected on Quest. This issue DOES NOT appear to repro ...

Rhino Identical sublayer names get numbers appended to corresponding Actors

UE - Editor - Content Pipeline - Datasmith - Importer - Oct 15, 2018

In Rhino, it is possible to have a layer structure in which different parent layers have identical sublayer names. This is common in situations where you have multiple design options, each as a sepa ...

Crash when enabling "Support Material Layers" and adding an actor with a widget component to the scene

UE - Graphics Features - Nov 13, 2018

The editor crashes when adding an actor to the level that contains a widget component (the class has to have been set (if the class is set to none the crash will not occur)) and the setting "Support ...

Clothing Backstops are Larger than the Clothing Asset When Asset is Imported at a Scale Other than 1.0

UE - Simulation - Physics - Character - Feb 1, 2018

Backstops show up to be larger than the clothing asset when an asset is imported at a scale other than 1.0 and a clothing assets is created and applied Inconsistent in 4.18 but consistent in 4.19 ...

"Enabled per poly collision" under "Support compute skincache" is ON causes a crash at runtime

UE - Simulation - Physics - Aug 16, 2018

It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...

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 ...

Canvas Render Target 2D doesn't get alpha mask when rendering with ES3.1

UE - Platform - Mobile - Apr 23, 2020

The Alpha Mask on a Canvas Render Target 2D no longer appears when rendering with ES3.1. This is a regression from 4.24.3 (CL-11590370). This was reported and tested in 4.25 Preview 7 (CL-12759524) ...

FBatchedElements::Draw - OrthoZoomFactor can be reset to 1.0f if Line.bScreenSpace is ever false

UE - Graphics Features - Feb 20, 2017

A licensee has reported that the Draw function in BatchedElements.cpp can set the OrthoZoomFactor (not a local variable) to 1.0f if Line.bScreenSpace is ever found to be false. The line this can oc ...