LODBias causes landscape component to stop rendering if set >0 and Forced LOD set to -1

UE - LD & Modeling - Terrain - Landscape - Sep 12, 2016

LODBias causes landscape component to stop rendering if set >0 and Forced LOD set to -1. NOTE If Forced LOD is set to 0, the component renders correctly. ...

Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)

Particle cutout seems to crash on lower end mobile devices. We believe this is because there is an issue in the particle's SubUV feature. This happens only on devices that don't support hardware ins ...

When 1 AnimSequence asset is used for multiple SeuqnecePlayer, the override by AnimGraphOverrides affects other than the specified SequencePlayer.

UE - Anim - Runtime - Anim Blueprints - Jun 30, 2022

If you use the same AnimSequence in multiple SequencePlayers in Base AnimBP and replace asset of one of SequencePlayers by AssetOverride in Child AnimBP, the result will be reflected in the other Se ...

Meshes made with the Pivot Painter tool don't work correctly on OpenGL ES3.1 + AEP

UE - Platform - Mobile - Dec 1, 2015

In the project attached in original UDN post (too big to attach here) there is a tree that was created with the pivot painter tool that is animated. In the editor it behaves correctly, but trying t ...

Setting World to Meters in the World Settings to a large number will cause the console to show incorrectly in VR

UE - Platform - XR - Jan 4, 2016

If the User changes the "World to Meters" setting in the World Settings this will cause the console to appear offset when brought up in VR. Note: the number used was 3600 ...

Compiling any material in UE 5.5.1 without ShaderCompiler JobCache results in a crash

UE - Rendering Architecture - Shaders - Jan 15, 2025

Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...

Shader Complexity does not function properly with Android ES2 or ES3.1 set as the Preview Rendering level

UE - Platform - Mobile - Feb 25, 2019

A user has reported that Shader Complexity is not working properly in 4.21 with the Android ES2 or 3.1 preview rendering level settings. Regression?: No It did not look this way in 4.21 and prior v ...

Local binary build of 4.22.1 fails when only Visual Studio 2019 is installed

UE - Foundation - Cpp Tools - Apr 30, 2019

Attempting to create a local binary build of 4.22 using Visual Studio 2019 (with no other versions of Visual Studio installed) currently fails with several warnings and errors, including the followi ...

ARKit portrait image aspect ratio incorrect on iPhone 6s,7, probably all phones.

UE - Platform - XR - Nov 29, 2017

As described in this UDN thread, the iPhone 7 manifests incorrect image aspect ratiohttps://udn.unrealengine.com/questions/403841/ios-arkit-portrait-mode-stretching-on-iphone-7.html [Link Removed] ...