[CrashReport] UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:276]

UE - Graphics Features - Mar 30, 2017

This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...

Reset Instance Changes to Blueprint Defaults does not reregister components

UE - Gameplay - Blueprint Editor - Jan 17, 2024

For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...

Rearranging the position of enumerators in an Enum BP will change references to the enumerators inside Data Tables based on position rather than value

Tools - Nov 12, 2015

Rearranging the position of enumerators in an Enum BP will change references to the enumerators inside Data Tables based on position rather than value. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.1 ...

[CrashReport] UE4Editor_Kismet!FBlueprintGraphArgumentLayout::OnArgNameChange()

UE - Gameplay - Blueprint Editor - Jul 19, 2017

This is a common crash affecting users in 4.16 and has been occurring since at least 4.14 affecting more than 300 unique users. User Descriptionsi made a macro called IsolateYaw and set the input t ...

Inconsistent Prioritization of Navigation Modifiers

UE - AI - Dec 12, 2016

When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...

Cast modulated shadows causes black screen on iOS with non-default FOV

UE - Platform - Mobile - Oct 14, 2015

Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...

Unexpected Changes in Saturation/Contrast of Colors when upgrading project to 4.15

UE - Graphics Features - Jan 30, 2017

When upgrading a project to 4.15 (in my case from 4.14.3), the colors seem to have shifted in contrast/saturation. It is not a huge difference, but noticeable enough to affect the overall result of ...

Retargeting Root Motion not working in UE4.10

OLD - Anim - Nov 24, 2015

Retargeting root motion results in the target animation appearing to "slide" on the ground or "hover" as if hanging from the pelvic bone. This has been reported to be fine in 4.9 but multiple users ...

The AND node always calculates all inputs

UE - Gameplay - Blueprint - Nov 5, 2015

The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...

Bright Flickering or Black Squares with Rectangle Lights Intersecting Meshes

UE - Graphics Features - May 31, 2024

Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...