Shadow casting still considered for performance when light intensity set to 0.0

UE - Graphics Features - Sep 8, 2016

Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...

Crash when upgrading Nvidia GFX driver from Version 457.85 with open Project

UE - Graphics Features - Nov 18, 2022

Repro Rate: 5/5 Summary: When opening a Project in UE version 5.1.0 with Nvidia GFX driver version ###, the user is notified that there are known issues with this driver through a pop-up:WARNING: K ...

Setting a parent and child static mesh scale to negative effects the rotation on child movement

UE - Gameplay - Jun 1, 2016

Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...

Manually importing LODs are rotated 90 degrees when using Transform Vertex to Absolute

Tools - May 26, 2016

When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...

VSCode finds intellisense errors in Project source files: cannot open source file "UBT_COMPILED_PLATFORM/UBT_COMPILED_PLATFORMPlatformCompilerPreSetup.h"

UE - Foundation - Cpp Tools - Jan 28, 2020

VSCode finds intellisense errors in Project source files: cannot open source file "UBT_COMPILED_PLATFORM/UBT_COMPILED_PLATFORMPlatformCompilerPreSetup.h" Similar to [Link Removed], but that was onl ...

ResavePackages commandlet with Build Lighting applies level transform each time

UE - Foundation - Core - Cooker - Sep 13, 2016

While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...

r.Shaders.Optimize=0 crashes when compiling a UI material

UE - Rendering Architecture - Materials - Sep 2, 2024

[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...

The Merge Actors Tool doesn't account for rotated collision shapes when doing non-uniform scaling

UE - Gameplay - Aug 30, 2016

Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...

Assets with Render in Main Pass disabled show shadow artifacts

UE - Graphics Features - Apr 18, 2016

This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...

UnkownRef Mips can cause TextureStreaming peaks during loading

UE - Graphics Features - Mar 27, 2023

UnkownRef Mips is meant to fix/workaround the problem where some textures are used for rendering but they don't have any component references them (such as texture used by PP effects) These UnkownR ...