Material expression called Compiler->TextureParameter() without implementing UMaterialExpression::GetReferencedTexture properly

UE - Rendering - Architecture - Materials - Apr 27, 2022

when trying to replace a Material Function instance, with another instance, as the base color of a material within the Material Graph, the editor crashes with the following error:Assertion failed: ...

Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors

UE - Niagara - Cascade - Mar 17, 2022

Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...

MediaTexture.AutoClear Is Ignored On Quest

Media Framework - Mar 9, 2020

When closing a media player asset in the Oculus Quest the Clear Color is ignored and the last frame is left on frame shown. This happened whether I ran the project both while the Quest was and was n ...

Custom UVs don't store information properly in layered materials.

UE - Rendering - Architecture - Materials - May 9, 2022

[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...

iOS Device displays textures darker than in Editor

UE - Platform - Mobile - Jan 30, 2017

The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...

Unable to PIE + Crash after editing SColorGradingPicker

Tools - Jul 26, 2017

Changing Color Grading settings of a post process volume and using "Enter" to commit changes prevents the editor from entering PIE / Simulate mode with the error message "Can't Play In Editor / Simu ...

When a BPActor containing HISMs is multiplied with a scale, LOD display control doesn't work correctly

UE - Rendering - Architecture - Nov 29, 2023

Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...

Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...

Changing Area Light Settings In Blueprint Causes Crash

OLD - Enterprise - Aug 27, 2018

Changing area light settings in blueprint will Cause a crash. Found in 4.20 CL# 4302132 and 4.21 CL# 4307852 Unable to test in 4.19 due to provided project being in 4.20 ...

Hovered state does not fire when "Use Mouse for Touch" is set to true

UE - Editor - UI Systems - Slate - Jun 6, 2017

Hovered state does not fire when "Use Mouse for Touch" is set to true. As a note this also happens in a packaged game if the setting was set to true. ...