Visual flicker occurs with object during play

UE - Graphics Features - Sep 5, 2017

There is an issue occurring where objects are flickering, and what appears to be jittering at set distances when rendering, increasing the bounds of the mesh pushes the distance for the issue out. T ...

Unable to build a local installed build of the Engine with only VS 2017

UE - Foundation - Core - Oct 17, 2017

I was unable to reproduce this locally, but a licensee reported having trouble creating a local installed build of the Engine with only Visual Studio 2017 installed. The licensee reported that the S ...

Actor Variable References settable when in type array in Level blueprint

UE - Gameplay - Blueprint - Nov 13, 2017

There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...

Unable to delete levels with Particles in them

UE - Gameplay - Oct 9, 2019

The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...

Instances In a Hierarchical Instance Static Mesh Component Don't Retain PerInstanceRandom Values When Rotated

UE - Graphics Features - Dec 9, 2019

When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...

VR Template Project Doesn't Create SteamVRBindings Config Folder

UE - Platform - XR - Jan 8, 2020

When creating a basic VR Template project, setting the default map to Motion Controller map and exporting a Win64 build their is no SteamVRBindings config folder. I tested this with a Vive Pro and ...

Reduce shader permutations on iOS

UE - Platform - Mobile - Aug 19, 2015

Add option to compile iOS OpenGL ES or Metal shaders and whether to force 32bppHDR at each QL If Metal shaders are a scalability option we can compile them only for high and compile only OpenGL fo ...

Foliage disappears after 1.5k if occlusion culling project setting is disabled

UE - World Creation - Worldbuilding Tools - Foliage - Aug 30, 2017

When unchecking the Occlusion culling option in the project settings, if you place over 1.5k foliage meshes in the world, they stop rendering, the meshes are still present in the level and can be se ...

Editor Crashes When Attempting to Create/Open a Blueprint While 'Show Friendly Variable Names' is False

UE - Gameplay - Oct 12, 2018

When the 'Show Friendly Variable Names' option is set to false in Editor preferences, attempting to create (once you press 'Enter' to accept the new Blueprint name) or open a Blueprint causes the ed ...

Sphere Reflection Captures Are Not Cleared Out of Arrays Properly When Deleted

UE - Graphics Features - Dec 11, 2018

SphereReflectionCaptures are not properly destroyed when deleted, and still take up space in the AllocatedReflectionCaptureState array. After reaching 341 SphereReflectionCaptures, the only way to c ...