Ray Tracing Translucency in a Post Process Volume breaks in Lit viewmode

UE - Graphics Features - Ray Tracing - Apr 15, 2024

Encountered a strange issue where switching to RT Translucency on a PPV would cause it to appear incorrect. However, if you swap the viewmode to Path Tracing, it does appear correct. See screenshots ...

Lumen Reflections in Stereo are broken after Nvidia GPU Driver Update

UE - Platform - XR - Jul 29, 2024

After updating the NVidia graphics driver to v.552.74+, reflective/mirror materials appear broken and render with black and white lines in VR mode if they are in a level with a Post Process Volume w ...

In Standalone mode, when reading world partition actor descriptors for BP actors, "bIsSpatiallyLoaded" receives its value from the native base class instead of the BP class, so BP actors are loaded/unloaded based on the wrong condition.

UE - World Creation - Worldbuilding Tools - World Partition - Oct 15, 2024

Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...

Some reset to default buttons not appearing for UMG Appearance

UE - Editor - UI Systems - Aug 19, 2016

Some reset to default buttons not appearing for UMG Appearance. This seems to only affect the Categories like Brush, Style or categories under Style like Normal/Hovered. Individual properties rese ...

Game window renders transparent when launched with -game -log commands on Mac

UE - Platform - Apple - Oct 31, 2016

This is only occurring on Mac and only in OSX 10.12. This is also a regression from 4.13 Right clicking in the dock, Show all windows, and selecting the game window does NOT fix the issue. Runnin ...

Variables not labeled as Editable will not update with branch

UE - Gameplay - Blueprint - May 9, 2017

Variables not labeled as Editable will not update with a branch node inside of the construction script. Variables behave as expected when not connected to the branch node. This issue was tested with ...

Accessed None for Sequence Actor references in project upgraded to 4.17

UE - Anim - Sequencer - Jul 14, 2017

In a project upgraded from 4.16 to 4.17, the level sequence doesn't play on first PIE and returns Accessed None errors. Next time you PIE, it plays fine. This now happens every time you re-open th ...

Go To Definition fails quietly for Native functions with no definitions

UE - Gameplay - Blueprint Editor - Aug 11, 2017

Go To Definition fails for Set and Map Utility nodes (does not seem to affect Arrays). A warning similar to the following appears in the output log:LogSelectionDetails: Warning: NavigateToFunctionS ...

Light Propagation Volume Occlusion Intensity not working as intended

UE - Graphics Features - Oct 26, 2017

Light Propagation Volume Occlusion does not affect scene as it should. The workaround in 4.17.2 is to disable DBuffer decals which will enable the Light Propagation Volume Occlusion. Occurs in 4.1 ...

Project fails to build for iOS from Windows when Generate .uedebugsymbols is enabled

UE - Platform - Mobile - Jan 9, 2018

This does not occur in 4.18.3 at CL 3823254UATHelper: Packaging (iOS): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Epic Games\UE_4.19\Engine\Binaries\ThirdPa ...