Ambient Occlusion does not function with Forward Rendering enabled

UE - Graphics Features - Feb 24, 2021

Ambient Occlusion does not seem to function when enabling Forward Rendering. I tested the level without Forward Shading and could notice a visible difference in the shadows when Ambient Occlusion wa ...

Editor crashes when opening a project that has a variable in a Blueprint function with the same name as a different replicated variable in the Blueprint's parent code class

UE - Gameplay - Blueprint - May 17, 2017

If a replicated property in a parent code class has the same name as a variable contained within a function of a Blueprint that derives from that parent class, the Editor will crash while attempting ...

Static lighting crash on 5.4 when using landscape with WPO

UE - Graphics Tools - Terrain - Landscape - May 22, 2024

When static lighting is built for a landscape with "Use Material Position Offset in Static Lighting" enabled it causes an editor crash. Licensee mentioned it was likely caused by a commit for 5.4, C ...

Lumen lighting in Presentations may appear darker than in Viewport

TM - Rendering - May 22, 2026

Reported in SF [Link Removed] In some scenes with Lumen enabled, interior scene lighting without direct lighting can appear drastically darker in Cloud Presentations than they do in the editor view ...

Clearcoat shader disappears if any asset using the Material leaves lighting

UE - Graphics Features - Aug 19, 2015

Clearcoat Shader will stop receiving lighting information if any mesh assigned the material using the shader leaves lighting. Also Reproduced in Launcher 4.9 Preview 4, Main-CL-2660934 [Image Remo ...

BP node value changes if function parameter default value changes.

UE - Gameplay - Blueprint - Nov 2, 2017

When a C++ function parameter has a default value, changing the default value will change any blueprint node of the function where the value is manually set. Regression: Yes - changing the default ...

Ensure When Pasting Timeline Node that was Previously Connected to a Node into a Function

UE - Gameplay - Blueprint - Nov 4, 2016

An ensure is occurring when pasting a timeline that was once connected to a node into a function in blueprint. Regression: No, this also occurs in 4.12.5. ...

LightMap is created exceeding [Packed Light and Shadow Map Texutre Size]

UE - Graphics Features - Lumen - Oct 3, 2019

When LightBuild is performed with CornTestBox.umap of EngineTest, 4096 light maps are generated even though [Packed Light and Shadow Map Texutre Size] is 1024. The reason is that the asset's LightMa ...

Using nativized functions on buttons to spawn meshes causes assertion failure

UE - Gameplay - Blueprint - Oct 25, 2016

An assertion failure is thrown when using nativized functions on an Android device. ...

OnPaint function causes artifacts to show up in a New Editor window

UE - Editor - UI Systems - Jun 17, 2015

If the the onpaint function is used it can cause the top and left sides of the screen to retain artifacts. Attached image for reference. ...