Distance Field shadow culling when view is at certain angles

UE - Graphics Features - Aug 4, 2015

Distance Field shadows are culled for larger meshes at certain angles of the cameras view position. Map with reproduced setup is attached. ...

Physical materials cannot be queried

UE - Rendering Architecture - Materials - Feb 12, 2015

Physical materials placed on starter content shapes always return as invalid for any trace or collision query. ...

Changes in Scale are not replicated on the Client through RPCs

UE - Networking - Apr 27, 2015

Changes in Scale are not replicated on the Client through RPCs. Location and Rotation are replicated as expected. Reproduced in 4.7.6 binary and Main (//depot/UE4/Promotable-CL-2522625) ...

New Relevant Anim Time Transitions not working initially

OLD - Anim - Sep 16, 2015

Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...

Variable Reset on Child in level

UE - Gameplay - Blueprint - Apr 24, 2017

For a child instance inside of the level, the value of a parent int variable will reset if you add a new variable in the child and if there is a function in the parent that has the child as an outpu ...

Planar Reflections Cause Big Performance Hit In Packaged VR Projects

UE - Platform - XR - Jan 22, 2020

Planar reflections notably lower performance in packaged VR project. Linked is an example project and an example package. [Link Removed]. This was tested on a Vive Pro and Oculus Rift(not Rift S). ...

Diffing blueprints in Perforce changelist reviewer incorrectly displays blueprints that reference assets not in local filesystem

UE - Framework - Blueprint - Nov 22, 2024

When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...

Sequences in sub-levels only fire events in the persistent level

UE - Anim - Sequencer - Mar 28, 2016

Sequences in sub-levels only fire events in the persistent level. I don't know if they're expected to be firing in all levels or just the sub-level ...

Compilation manager inhibit construction script to get other actor reference on the level when running construction script right after actor compile.

UE - Gameplay - Blueprint - Aug 9, 2017

Construction script execution following blueprint compile gets invalid actor reference if Blueprint compilation manager is enabled. For example, in the attached project, Right after blueprint compi ...

Event not saved correctly when duplicating Level Sequence

UE - Anim - Sequencer - Nov 21, 2019

This issue is similar to [Link Removed]. But I tested the shelve 10164190 mentioned in the comments. It didn't work. ...