Viewport Renders black when accessing Toolbar dropdown in Mobile Render Preview

Tools - Jul 11, 2017

Viewport is rendering black when Preview Rendering Level is set to Mobile/HTML5 setting and the user hovers over settings options This is a regression from 4.16.2 ...

Cannot convert Blueprint Function Library inputs to local variables

UE - Gameplay - Blueprint - Sep 11, 2017

When a blueprint function library function has input variables, the input pin cannot be converted to a variable / local variable. Regression: No - same behavior occurs in 4.16.3 ...

Leaderboards and Achievements are inaccessible in Match3 using a new account

UE - Online - Feb 6, 2018

Ads between matches WERE working, as was the purchase option. This was found in Shipping, but I was able to reproduce and gather logs from Development. This was found on a Pixel 2 on Android 8.1 ...

Cast Hidden Shadow Creates Shadow Artifacts in Splitscreen

UE - Graphics Features - Apr 18, 2018

When using Cast Hidden Shadow in splitscreen, the shadow from your character has severe shadow artifacts. This has been observed in 4.18.3 as well as 4.19.1.  ...

A repainted cloth mesh continues to use previous paint job and does not update

UE - Simulation - Physics - Character - Dec 20, 2019

Cloth mesh reverts back to original painted mesh after editing Tested:     4.23.1 CL#9631420 4.25 CL#10730208 ...

MAC rect light does not use assigned source texture

UE - Platform - Apple - Jan 30, 2020

Rect light does not use its assigned source texture on MAC OS. Tested in: 4.23.1 CL#9631420  4.25 CL#11062379 ...

Console history in packaged game is not saved

UE - CoreTech - Jul 25, 2023

Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...

NPC - Texture Sample DI does not work on Niagara Parameter Collections

UE - Niagara - Nov 8, 2023

Texture sample DIs no longer work when used with Niagara Parameter Collections. This seems to affect Volume Texture DIs based on customer reports, but I have not confirmed this.  ...

Actor foliage does not respect "foliage.CullDistanceScale"

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

Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...

Static Meshes in Precomputed Visibility Cells are not occluded by landscape

UE - LD & Modeling - Terrain - Landscape - May 5, 2016

When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...