OSVR is affected by screen percentage Post Process volumes

UE - Platform - XR - May 6, 2016

Found on: //UE4/Dev-VR CL-2967563 Screen percentage post process volumes affect rendering on the OSVR. It also renders incorrectly when affected. The incorrect effect has been logged as [Link Remo ...

Long paths are not supported in NET 4.5

UE - Foundation - Cpp Tools - Aug 21, 2018

The editor has been modified to support long file names, but the packaging pipeline (which is written in C#) needs to be upgraded to NET 4.6.2 to enable this. Without enabling it, it crashes with a ...

Viewport Renders Black when adding a Third Player using Splitscreen Multiplayer

UE - Graphics Features - Feb 24, 2016

As the title suggests, whenever you attempt to add a third player using splitscreen, whenever the third player is created the viewport renders black. This only occurs when the viewport is sized to a ...

4.11 Souce does not compile for Chinese Region

UE - Graphics Features - Apr 20, 2016

If the computer's region is set to Chinese, building the 4.11 engine from GitHub source will fail. Local test failed to build ShaderCompileWorker Community reports fail due to an improper characte ...

No device profile detection for iPad Pro 10.5"

UE - Platform - Mobile - Aug 1, 2017

There's no device profile for iPadPro 10.5". It picks up other rendering settings properly from the iPadPro family. ...

Unable to compile script plugins against 4.16.0

UE - Foundation - Cpp Tools - UnrealBuildTool - May 24, 2017

A bug in UBT is preventing the authors of SkookumScript from submitting their 4.16 plugin to the marketplace. ...

Editor crashes during launch to Galaxy Note 4

UE - Platform - Mobile - Sep 29, 2016

Editor seems to crash upon launching to a Galaxy Note 4 with the following error: [2016.09.28-15.52.40:824][-7215064]Assertion failed: Assertion failed: [Link Removed] [Line: 1147] May be relate ...

Enabling Shader compilation via XGE for 4.18 Editor downloaded from Launcher doesn't work, prevents shaders from compiling at all, editor from loading in some cases

UE - Foundation - Build - Rocket (Installed Engine) - Nov 9, 2017

If you enable Shader compilation via XGE by setting r.XGEShaderCompile = 1 in ConsoleVariables.ini in 4.18 Editor downloaded from Launcher, it prevents shaders from compiling at all, and as a result ...

Specular Scale 0 on Light still affects Groom asset

UE - Rendering - Architecture - Jul 30, 2025

When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change.  ...

Bloom banding when exiting top of screen, doesn't affect other sides

UE - Graphics Features - May 27, 2016

As a blooming object (the sun in this repro case) leaves the view via the top-edge of the screen, some noticeable banding occurs. Happens in both PIE and -game. Found on: //UE4/Main CL-2991400 //U ...