Evaluate ClampedPow material function

UE - Graphics Features - Mar 16, 2017

ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...

Missing Service Node warning when opening project

UE - AI - Sep 24, 2018

Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...

Contact Offset no longer appears to have an effect

UE - Simulation - Physics - Jan 15, 2019

When modifying the contact offset in a project it appears to have no effect. The setting that worked in a previous engine version (4.19) now collide in the same way as the default settings. ...

IVideoRecordingSystem::EnableRecording call on Windows shifts viewport drawing position

UE - Media Framework - May 12, 2022

The viewport is shifted by the IVideoRecordingSystem::SetRecording call. This problem occurs in play standalone mode and packaged build running as window mode. (not occur in fullscreen mode) The vie ...

DTLS Handler Component module cannot startup on Xbox

UE - Networking - Dec 1, 2022

It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...

Using a Dynamic Material Instance on a Nanite Landscape doesn't work

UE - Graphics Tools - Terrain - Landscape - Oct 30, 2023

Nanite and mobile landscape don't have support for dynamic materials

UE - Graphics Tools - Terrain - Landscape - Oct 26, 2023

On a landscape actor with Nanite landscape enabled, set the bUseDynamicMaterialInstance property on a landscape proxy and setup a BP to call  SetLandscapeMaterialTextureParameterValue / SetLandscape ...

Lumen artifacts on splitscreen during camera cuts

UE - Graphics Features - Lumen - Apr 18, 2024

A UDN licensee has pointed out that they are seeing unresolved Lumen reflection artifacts when they are running their game in split-screen mode. A video of this behavior is found in the Related tab ...

Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white

UE - Gameplay - Aug 4, 2016

When turning on the Vertex Color option in the static mesh editor, the whole viewport turns white. ...