Incorrect Subsurface Profile Transmission rendering in Preview window

UE - Graphics Features - Nov 14, 2023

Subsurface material rendered in preview window has too intense subsurface scattering or strange artifact. However, it shows no error in Play in Editor. After disabling the contact shadow in PIE, abl ...

JumpForce replicated ability task not always cleaned up properly

UE - Gameplay - Gameplay Ability System - Jul 19, 2024

See [Link Removed] for original report.  UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to b ...

Intermittent Crash in Pose Search during Cook

UE - Anim - Gameplay - Jan 27, 2025

User reports that they've been running into an intermittent crash in Pose Search during Cook. Pose Search attempts to index data outside the bounds of an array. Based on the logs, each asset seems t ...

Change of rotation axis when switching solver

UE - Simulation - Physics - Apr 17, 2025

This alteration was introduced in the 'Found CL' field - and is likely an unintentional side effect of adding SIMD to the solver. There is a repro project attached, open up 'TestMap' and run to see ...

Textures/Materials morphed when BSP is scaled

UE - LD & Modeling - Modeling Tools - BSP - Mar 17, 2015

When you place a texture onto a BSP and resize the BSP, the material/texture is skewed to the size of the BSP rather than staying at the scale it originally was. Work Around: You can resolve this b ...

Editor crashes upon PIE unless tick is disconnected and reconnected

UE - Gameplay - Blueprint - May 14, 2015

Project crashes if user presses compile or PIE unless they first disconnect and reconnect event tick within blueprint component BP_BuildStage. Frequency: 4/4 CrashReporter: [Link Removed] ...

Static + Dynamic CSM shadowing causes shadow acne for skeletal meshes on iOS

UE - Platform - Mobile - Jun 7, 2016

User reports Static + Dynamic CSM seems to cause horrible shadow acne on skeletal meshes. Believed to be the iOS depth bias issue. ...

Material stats incorrectly flag 17/16 samplers even if GL4 allows 32

UE - Rendering Architecture - RHI - Jul 15, 2015

From AnswerHub: Utilising 128 textures in a material does not work in Linux, its still limited to 16 (actual 12) on OpenGL platforms, I looked at the commit that implemented it and I don't see anyth ...