SceneCapture2d affects Niagara GPU particles with translucency sorting enabled

UE - Niagara - May 11, 2021

The issue comes from sorting being abled while having a scene capture actor. The enclosed 7z contains assets relevant to reproducing the issue. ...

"Hiding Other Developer Assets" does not work when "Show All Folder" is enabled

UE - Editor - Workflow Systems - Aug 12, 2022

In the implementation of FFrontendFilter_ShowOtherDevelopers, the developer folder is determined by whether the asset path starts with /Game/Developers/. However, when "Show All Folder" is enabled, ...

LightPropagationVolume plugin can not be disabled

UE - Graphics Features - Aug 6, 2015

SceneRenderTargets.cpp includes LightPropagationVolumeBlendable.h, which means if you disable the LightPropagationVolume plugin and compile, you will get compile errors. ...

EyeAdaptation node is not working in Decal

UE - Graphics Features - May 25, 2021

It is working correctly in 4.25.4. In 4.26.2, it is not working. It is also not working in UE4main 16382403. ...

Light Types Show Flags in SceneCaptureComponent2D is not functioning properly

UE - Virtual Production - May 30, 2021

It was working until 4.25.4. It is easy to see if you turn on/off the Light Types Show Flags in SceneCaptureComponent2D. ...

Fountain emitters are constantly showing errors in the timeline and are not displaying correctly

UE - Niagara - Mar 4, 2021

This issue is not present in 4.25.4 You can also avoid the problem if the LoopBehavior of the EmitterState is Multiple and LoopDelay is enabled. [Image Removed] It seems to be a binding of certai ...

Sequencer- New takes will not respect project setting take number if initial asset doesn't have a shot number

UE - Anim - Sequencer - Jul 18, 2024

With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...

Sequencer: Skeletal Animation with montages can cause blending issues when re-playing the same sequence on the same character

UE - Anim - Sequencer - Oct 1, 2024

The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...

Launch on Nexus 9 fails due to unknown arm64-v8a architecture

UE - Platform - Mobile - Mar 13, 2015

Nexus 9 fails due to unrecognized CPU architecture. Need to add mapping of arm64-v8a to arm64 (UE4 internal architecture for this part) so it will fall back to armv7 for now and in future use 64-bi ...

ApplyAdditive AnimBlueprint node with Slot node is not working correctly.

OLD - Anim - Dec 24, 2015

Applying ApplyAdditive node with Additive motion directly on AnimBlueprint works correctly but applying ApplyAdditive node with Slot node playing additive motion is not working correctly that makes ...