LIVE: Code projects using TextureRenderTarget2D will not build because UTextureRenderTarget is undefined in TextureRenderTarget2D

UE - Foundation - Core - Nov 5, 2014

If a TextureRenderTarget2D is used in a code class, the build of the project will fail with an error stating that the UTextureRenderTarget base class is undefined. The line #include "Engine/TextureR ...

FOV only Camera anim is not working as intended.

UE - Gameplay - Feb 6, 2018

FOV-track-only camera anim do not give effect to current camera. if the anim have transform track without any key, the anim works. Regression? yes. This is not reproduced in 4.13.2 launcher version ...

Instance static mesh instances are reset to zero when moving actor between levels (via move actor to current level)

Tools - Nov 13, 2018

When moving an instance static mesh between sublevels the number of instances being used will be set to zero. This happens when an empty actor is added to the level and then has an instance static m ...

Cascade pooled emitters are not reclaimed on disabled LODs

UE - Niagara - Aug 30, 2019

Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...

ISM + WPO = broken motion vectors?

UE - Graphics Features - Nov 5, 2024

Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...

Images Rendered out by Movie Render Queue has much more visible Banding issue in gradient

UE - Virtual Production - Rendering - Color - Aug 21, 2021

I did some experiment locally. At very first I thought it's the image compression issue, since the issue is also obvious while rendered out images as JPG and PNG, there's no image compression qualit ...

Sounds played via Matinee do not respect Pause and Play of Matinee

Tools - Jan 25, 2016

When you place a substantially long Sound Cue/Wave in an Empty Group of a Matinee and set the Matinee to play on level load then on a key press pause the matinee and play the matinee, the sound grou ...

Adding a Scene Capture 2D to Render Target will override Motion Blur settings in level

UE - Graphics Features - Nov 24, 2014

With a Render Target From Scene Capture 2D setup in a level , the motion blur settings from a global post process volume is overridden. Was investigating Scene Captures picking up Motion Blur when ...

GAMEPLAYATTRIBUTE_REPNOTIFY does not properly propagate OldValue

UE - Gameplay - Dec 10, 2021

Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...

A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration

UE - Networking - Jan 28, 2016

A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration. Test project attached. Reproduced in 4.9.2 binary, 4.10.2 binar ...