Navigating the Editor on Linux with a Wacom Tablet is difficult

UE - Platform - Linux - Sep 17, 2018

Movement is quite sporadic and jumpy when using a Wacom Tablet to navigate the Editor on Linux. The Editor pans and zooms in and out really quickly with the slightest of movements. This was report ...

Stationary Spot Lights in Forward Rendering Incorrectly with PerVertex NonDirectional Translucency

UE - Graphics Features - Jun 14, 2019

Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...

Anim Graph will hang if the Draw Debug Sphere and Set node are connected and compiled

UE - Anim - Runtime - Anim Blueprints - Jun 8, 2023

anim blueprint hangs when compiled. Probably a cyclic issue when compiling. A workaround is to add a delay of any time between the set node and the Draw Debug Sphere node. Repros in the following v ...

Transform gizmo is not working when nearclipplane in project settings > Engine > General settings is 0.00001

UE - Graphics Features - Mar 23, 2020

Setting near clip plane like 0.00001 makes unable to move with transform gizmo. if user set value to 0.0001, it is no longer reproduced. it should clip value like 0.00001 ...

Launching the editor with -d3ddebug and enabling LOD Coloration mode gives D3D11 DEVICE_PSSETSHADERRESOURCES_HAZARD warning

UE - Graphics Features - Nov 3, 2015

Launching the editor with the "-d3ddebug" command line option and then enabling the "LOD Coloration" view mode (under "Lit") results in the following D3D warning: D3D11 WARNING: ID3D11DeviceContext ...

Allow promote to variable on Color structs/Vertex Colors structs for Procedural Mesh components

UE - Gameplay - Oct 13, 2015

Issue: Currently, it is not possible to make a variable of type "Color" specifically for the color struct on procedural mesh components (see image attached). This is the only variable on procedura ...

Layered destructible meshes do not simulate correctly

UE - Simulation - Physics - Destruction - Aug 10, 2015

Layered destructible meshes do not simulate in the same way between UE4 and PhysX Lab. The observed issues are: 1) After first fracture no more damage is applied 2) Areas seem to react differently ...

Separate Translucency for Particles Breaks when Scene Color is used

UE - Graphics Features - May 12, 2015

When using Scene Color in a Particle System's Material with Separate Translucency checked true, all Particles with Separate Translucency checked true placed in the level with the Scene Color Particl ...

[CrashReport] AppleIntelBDWGraphicsGLDriver!USC::CPassSsaAllocatorContext::RollbackSpillFillToCopies()

UE - Platform - Apple - Sep 2, 2016

Error message: SEGV_MAPERR at 0x3a Source Context: Most recent user affected CL: 3106830 (4.13.0) Logs: [Link Removed] [Link Removed] [Link Removed] CrashReporter User Descriptions:UE4.13 immed ...

Geometry in hidden Layer unhides if moved in the viewport

Tools - Mar 3, 2017

Geometry that is hidden in a layer, becomes visible after being moved in the viewport. The layer stays hidden, and if a cube is placed in the layer, it also remains hidden. Moving a cube that is hid ...