Runtime changing r.VT.PoolSizeScale doesn't resize virtual texture pools

UE - Rendering Architecture - Apr 21, 2023

r.VT.PoolSizeScale should be changeable at runtime so that we can resize VT physical pools for iteration on selecting pool sizes. It works correctly at engine startup but runtime changes have no ef ...

Geometry collection components report incorrect mass for character movement components

UE - Simulation - Physics - Sep 24, 2024

A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass.  ...

Mousing over component list of an actor with InputComponent causes breakpoint in VS during PIE

Tools - Feb 24, 2015

When debugging a project through Visual Studio, if an actor with an Input Component is selected in the World Outliner a breakpoint will trigger in VS when attempting to select/mousing over any compo ...

BP functions with enum-type input argument named 'Category' are erroneously assigned to category 'New Enumerator n'

UE - Gameplay - Blueprint - Jun 4, 2018

BP functions with enum-type input argument named 'Category' are erroneously assigned to category 'New Enumerator n' ...

Widget Component blurred by motion when attached to camera

UE - Graphics Features - Apr 10, 2019

Widget component appears to blur while in motion. When compared to other objects in the same frame of reference the widget component is the only one blurring. Regression: Yes This appears to have ...

If setting isActive of Camera's Spawn Track to false and binding the camera to Camera Cut Track, the player camera moves to an incorrect position after the sequencer finishes playing.

UE - Anim - Sequencer - Jun 16, 2020

If the binding itself registered in the camera cut is incorrect, the position of the camera after the sequencer ends becomes fraudulent. ...

Hitting check when removing HISM instances with Custom Instance Data

UE - Rendering Architecture - Mar 20, 2023

Hitting check(UploadInfo.InstanceCustomDataCount * InstanceCount == UploadInfo.InstanceCustomData.Num()) and also seeing incorrect isntance order after removing instances from HISMs. Additionally ...

The Blueprint compiler is not consistent with UHT when generating DefaultToInstanced variables

UE - Gameplay - Blueprint Compiler - Sep 7, 2023

UnrealHeaderTool and the Blueprint compiler generate inconsistent metadata for object reference variables whose underlying class type includes 'DefaultToInstanced' metadata. UnrealHeaderTool-genera ...