The LOD is not reflected in Shadow when r.ForceLODShadow is set

UE - Graphics Features - Dec 16, 2020

When I looked into this feature, I noticed that ForceLOD was not set by the code below. Therefore, I confirmed that only Shadow can change LOD by changing as follows.[Link Removed] ...

Incorrect AO rendering when that using SSGI.HalfRes

UE - Graphics Features - Apr 6, 2021

This problem seems to have started from 4.26. Also, setting r.DiffuseIndirect.Denoiser=0 will increase the noise but invisible the rendering in problem. ...

Global Distance Field Precision Issues Far From Origin

UE - Graphics Features - Jan 26, 2023

[Enduring] Appears to be in the visualization rendering of the distance field, distance field shadows were unaffected. There was one instance where the bug did not replicate as expected. This was wh ...

Syncing issue when stopping and blending out a non-looping montage to an anim graph

UE - Anim - Gameplay - Feb 7, 2023

When syncing from a non-repeating montage that is blending out to an anim graph, the anim montage is marked as a follower due to having its PrevMaker as an AnimBoundary(-1), furthermore in this case ...

Blueprint Nodes no longer Grid Snap to straight lines

UE - Framework - Blueprint - Feb 13, 2023

5.0:[Link Removed] 5.3:[Link Removed] Attached is a video of the two screenshots overlaid and lined up by their top edges. It appears that the Begin Play node (and others?) have more padding now, w ...

Crash Duplicating an empty AtlasRow material node

UE - Rendering Architecture - Materials - Nov 29, 2023

This isn't a hard crash, but a "verify(...)" from MaterialExpressions.cpp, line 559. ...

Repackaging the same build produces different order of shader code chunks in IoStore container TOC

UE - Rendering Architecture - Materials - Apr 24, 2024

A licensee reported that packaging the build with same content (it is unclear if they were rebuilding the DDC between the runs, but it shouldn't matter) produces a different placement of code chunks ...

Static lighting crash on 5.4 when using landscape with WPO

UE - Graphics Tools - Terrain - Landscape - May 22, 2024

When static lighting is built for a landscape with "Use Material Position Offset in Static Lighting" enabled it causes an editor crash. Licensee mentioned it was likely caused by a commit for 5.4, C ...

Mover MoveDirectionIntent can be 0 due to interpolation

UE - Gameplay - Player Movement - Apr 22, 2025

If two states have MoveDirectionIntent vectors that are opposite to each other, interpolating between these states can result in MoveDirectionIntent being 0. This may cause issues for animation blue ...