16 bit PNG Texture rendering incorrectly in Material and UMG

UE - Graphics Features - May 11, 2015

16 bit PNGs are not rendering the correct color information, appear to be gamma corrected unnecessarily compared to an 8 bit version of the same texture. Also Reproduced in Main Promotable-CL-25450 ...

DFAO on Landscape causes outline against horizon

UE - Graphics Features - Apr 21, 2017

https://udn.unrealengine.com/questions/359241/is-it-possible-to-turn-off-distance-field-ambient.html DFAO creates a horizon outline at great distances against lighter colored skies. [Link Removed ...

Precomputed AO Masks cannot be used to LERP between Normal Maps

UE - Graphics Features - Sep 18, 2015

When using the Precomputed AO Map node to LERP between 2 Normals, only the A input into LERP will render out on the mesh. The Precomputed AO will work fine for Base Color LERPs Example: [Image Re ...

Sequence thumbnails save with visual issues

UE - Anim - Sequencer - Aug 1, 2025

[Link Removed] When camera tracks are activated, saving the sequencer results in captured anomalies: 1. Incorrect aspect ratio 2. Additional post-processing effects such as lens flare appear 3. ...

EXR format image files appear dark in texture editor with HDRCompressed setting

UE - Editor - Content Pipeline - Import and Export - Aug 30, 2017

Imported textures in exr image file formats preview darker in HDRCompressed versus HDR in the texture editor. [Link Removed] [Link Removed] They seem to look the same in a simple material using l ...

Making magenta noise in Emissive Map when creating proxy mesh

UE - Graphics Features - Nov 26, 2018

Since magenta is a special color used for initialization of the UE4 and it may have occurred problem because we are performing a branch using equal.[Link Removed][Link Removed] Licensee wants to us ...

Implied Decal Blend Modes don't properly account for Material Attributes usage

UE - Graphics Features - Sep 28, 2021

I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...

Separate Fill Alpha does not work on font outlines when outline size is set to 1

UE - Editor - UI Systems - Slate - Jan 16, 2017

Font outlines render underneath the text, meaning that partially transparent text will allow the outline color to show through. This can be avoided by enabling Separate Fill Alpha. However, that opt ...

Editor preview window for CurveLinearColorAtlas does not automatically update when their CurveLinearColor asset is changed

UE - Graphics Features - Nov 12, 2024

When the CurveLinearColor asset assigned to a CurveLinearColorAtlas is edited (e.g. change the colors of the gradient), the preview window of CurveLinearColorAtlas editor does not automatically upda ...

Copying and pasting a material function renders all of the duplicates inputs as not having default values

UE - Rendering Architecture - Materials - May 22, 2019

The top material function was placed in a graph directly. The second was generating by copying the first node. Note that the input pins changed color which indicates that each input on the new modul ...