[Mac][Metal] Black/NaN spots Visible in Templates With r.BasePassOutputsVelocity

UE - Platform - Apple - Apr 15, 2016

Base-pass rendering on Mac Metal now generates transient black/Nan spots across the scene - this appears to be related to r.BasePassOutputsVelocity and is presumably the connected to the incorrect s ...

Disparity in Rotation tool

Tools - Aug 31, 2016

There is disparity between the two different ways of editing rotation. When using the scrubber in the details panel each value scrubbed only affects that value and the values go from 0 to 360. When ...

Using ServerTravel from a map set as the Transition Map with Seamless Travel enabled in the Game Mode will crash the editor

UE - Gameplay - Mar 6, 2015

Using ServerTravel from a map set as the Transition Map with Seamless Travel enabled in the Game Mode will crash the editor. Probably related to [Link Removed] Reproduced in 4.7.2 binary and Main ...

Hot Reload crash with Scene Component tied to Actor class

UE - Foundation - Core - Feb 19, 2015

After creating a Scene Component code class and an Actor code class, creating a reference to the SceneComponent in the Actor class constructor will cause a crash on hot reload in the editor. ...

Nvidia Graphics Drivers cause editor menus to flicker and disappear after using the editor for an extended period of time

UE - Graphics Features - Apr 16, 2021

This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...

LIVE: Crash when stopping simulation after using Keep Simulation Changes feature.

Tools - Nov 10, 2014

A user is experiencing a crash when using the "Keep Simulation Changes" feature in the Editor after running a simulation of their project. The user allows the simulation to run briefly before pressi ...

"Combine Meshes" Breaks Material Slot Assignment

Tools - Jan 18, 2017

When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...

VS fails to compile when USTRUCT is referenced as BlueprintReadWrite or BlueprintReadOnly

UE - Foundation - Cpp Tools - UnrealHeaderTool - Aug 22, 2017

Defining a FBoneReference variable as BlueprintReadWrite or BlueprintReadOnly in the UPROPERTY macro fails to compile in 4.17. The error message provided by VS states: LogCompile: Error: Type 'FT ...

Seamless travel is preventing Server Travel

UE - Gameplay - May 10, 2021

Seamless travel seems to not be functioning properly.  With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map.  ...

sRGB setting results in difference in Sprite Look compared to Texture Editor

UE - Graphics Features - Jan 16, 2015

User is reporting an issue with the preview of a Sprite and its rendering in game differing from the Texture Editor based on sRGB setting. With sRGB = True: [Link Removed] With sRGB = False: [Li ...