Luminance coefficients used throughout the engine not matching sRGB standard

UE - Virtual Production - Rendering - Color - Nov 27, 2023

This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...

LogRenderer errors produced when using the restore button in viewport

UE - Graphics Features - Jan 11, 2017

When using the restore button to obtain orthographic views of the scene the output log spits out several errors:LogRenderer:Error: No Color LUT texture to sample: output will be invalid. LogRendere ...

Default Wireframe View within the Niagara Preview Window is Difficult to Visualize

UE - Niagara - Sep 15, 2023

The environment geo is getting in the way and the particle's wireframe outline is the same color as the environment. A current workaround it going to the Preview Scene Settings and turning off the e ...

[CrashReport] UE4Editor_RHI!FClearValueBinding::GetClearColor() [rhi.h:989]

UE - Platform - XR - Mar 27, 2018

No user comments in crash group 986 FLinearColor GetClearColor() const 987 { 988 ***** ensure(ColorBinding == EClearBinding::EColorBound); 989 return FLinearColor(V ...

Material instance UI doesn't show correct parameter preview for logic in a material function

UE - Rendering Architecture - Materials - Aug 27, 2024

The Material Instance UI doesn't show the correct parameter values when the logic is moved from the material graph into a material function used in that material graph. Example setup showing the wr ...

Implied Decal Blend Modes don't account for static ignore-switch parameters in an expected way

UE - Graphics Features - Sep 28, 2021

The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...

Typo in the tooltip for the DynamicBranch node results pin

UE - Content - Engine - Feb 22, 2016

The Tooltip for the Results Pin of the DynamicBranch Material node incorrectly says that Color Input 1 will render if the Alpha is greater than 1, but the setup is for greater than 0. [Image Remove ...

'r.StaticMeshLODDistanceScale' doesn't effect 'show LODColoration'

UE - Graphics Features - Jun 21, 2017

'r.StaticMeshLODDistanceScale' doesn't effect 'show LODColoration'. It does effect the actual performance of the LOD in the level but the LOD Coloration doesn't reflect the change. Licensee Descrip ...

Incorrect macro definitions in VisualLogger.h

UE - Gameplay - Mar 28, 2018

UE_CVLOG_BOX, UE_CVLOG_OBOX, and UE_CVLOG_CONE have problems with their definitions. UE_CVLOG_OBOX calls UE_VLOG_BOX instead of UE_VLOG_OBOX All 3 of these macros also call their respective macro ...

FLinearColor ignores Blue in slate code

UE - Editor - UI Systems - Slate - Jan 17, 2017

When FLinearColor is used inside slate code, the third vector value is ignored. This causes FLinearColor(1,1,1) to produce the same color as FLinearColor(1,1,0). This also causes FLinearColor::Blu ...