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 ...

called custom functions do not update parameter names upon compile, must be replaced

UE - Gameplay - Blueprint - Apr 21, 2015

Parameter names do not update on custom functions that are already called in event graph after compiling blueprint. ...

Destroy Component inside of a actor blueprint component does not trigger if target is "self"

UE - Gameplay - Blueprint - Mar 18, 2015

If a "Destroy Component" has a target of self within a blueprint component, the "Destroy Component" node will not trigger. ...

Collapse to Function creates a return node that cannot be deleted

UE - Gameplay - Blueprint - Jan 15, 2015

Collapse to Function creates a ReturnNode that cannot be deleted. When creating a new Function, the ReturnNode is not mandated like this, so this seems inconsistent. Included is a screenshot of thi ...

Mesh Particle Collision does not occur when placed in Destructible Meshes

UE - Simulation - Physics - Destruction - Dec 23, 2014

Mesh Type Particles with Collision on World Static and Destructibles will not keep collision when placed into the Effects slot of a Destructible Mesh. ...

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 ...

[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 ...