Instanced Static mesh does not LOD at the same screen distance as standalone mesh

UE - Graphics Features - Nov 11, 2014

DESCRIPTION: When using instanced static mesh component in a blueprint that has LODs the normal distances for LODs are not reflected for the instanced static mesh component. AH Post: https://answe ...

SetMasterPoseComponent overrides any SetMorphTarget operations

OLD - Anim - Oct 16, 2015

Using Set Master Pose Component overrides any Set Morph Target operations on the slave component. ...

Set Sound Mix Class Override still Playing Sounds in Certain Conditions

UE - Audio - Oct 7, 2016

When using the Set Sound Mix Class Override within blueprints, the playback of any subsequent sounds seems offset or incorrect. This is apparent when using a Delay node. ...

Loss in Specularity on Skin Shading when Shadowed by Indirect Capsule Shadows using r.sss.checkerboard 0

UE - Graphics Features - May 23, 2017

A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...

DevelopmentServerLauncher.exe loops whenever the editor is open even if no iOS devices are connected

UE - Platform - Mobile - Apr 29, 2019

A user has reported that DeploymentServerLauncher.exe will continue to poll for devices even if no iOS devices are connected. I am under the impression that this is so that Windows can poll for iOS ...

Editor Drop Down Menus become out of place when moving across a small screen to a larger display

UE - Platform - Apple - Feb 13, 2015

In a Mac environment with where a MacBook Pro 15" retina display is used in combination with a larger 25" display "traditional resolution" the menus will drop down as expected on where the editor is ...

Collision Not Working on Dynamically Spawned Objects While Using 'Cook Blueprint Component Data for Faster Instancing at Runtime'

UE - Gameplay - Blueprint - Dec 13, 2016

Dynamically spawned objects' collision does not seem to be working in a packaged game when the Cook Blueprint Component Data for Faster Instancing at Runtime option is enabled. Found in 4.14.1. Un ...

GetCurrentPlayers() Always Returning 0

UE - Networking - Apr 14, 2017

GetCurrentPlayers() is returning 0 each time it is called, regardless of how many players are connected to the server. ...

Check inside FAssetSourceControlContextMenuState/FPerforceSourceControlProvider

UE - Editor - Workflow Systems - Oct 31, 2023

The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...

Groom Assets do not cast shadows when the shadow casting light is close to the groom and virtual shadow maps are in use

UE - Graphics Features - Mar 19, 2024

When a shadow casting light is closer to the groom than some proportional amount the groom is away from the shadow catcher, the groom's shadow will disappear. This only occurs using VSMs. Raytraced ...