Crash when using AnimBudgetAllocator

UE - Anim - Runtime - Oct 21, 2021

In the AnimNode_Slot code, It seems that update() and evaluate() should be called by following order because in TickAnimation step, we need to make MontageEvaluateData valid.SkeletalMeshComponent::U ...

Atmosphere Sunlight shafts, artifacts, for both cascaded and virtual shadow maps.

UE - Rendering Architecture - Feb 5, 2024

Very large objects casting dynamic shadows on the sky atmosphere can lead to flickering (cascaded shadow maps) or square patterns (virtual shadow maps). ...

Specular errors rendering in Highlight

UE - Graphics Features - Sep 21, 2015

On certain assets, specular element is showing lines on an asset. [Image Removed] I have attached a Maya and FBX file of an asset which demonstrates this issue. ...

Duplicating actor in level clears some default values

UE - Gameplay - Blueprint - Oct 17, 2016

Duplicating actor in level clears some default values. This may be related to changing values within a referenced blueprint. ...

The Nativize Blueprint Assets option causes C++ collision components to ignore their extents set in a blueprint

UE - Gameplay - Blueprint Runtime - Jan 11, 2017

Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...

Image appears blank when using Export Render Target on Android

UE - Platform - Mobile - Sep 25, 2019

When using the node Export Render Target it appears that the image produces does not display as expected and appears blank when used on Android ...

Ribbons Don't Follow Their Source Particles When Scaling

UE - Niagara - Mar 23, 2020

When Ribbon Data in a particles system that is following is scaled in an instance the ribbons scale appropriately, but they don't follow updated location of their source particles. See the attached ...

Bloom intensity broken with Post Processing Material replacing Tonemapper

UE - Graphics Features - Sep 25, 2020

When replacing the Tonemap using a Post Process material, the Post Process Volume's Bloom Intensity can only be turned on or off, without varying degrees of effect. Reported in version 4.25.3(CL 1 ...

DistanceFieldBentNormalAO does not appear to work with imposter UVs

UE - Graphics Features - Aug 26, 2021

I have not entirely ruled out any issues with the imposter material in the repro, there's a chance this is related to the normal rotations, but turning off distancefields entirely does fix the issue ...

Crash when visualizing DOF Layers

UE - Graphics Features - Mar 30, 2022

I managed to reproduce this crash either using CineCameraActors or CameraActors, with a variety of DOF settings. It seems that piloting the camera and having any kind of DOF active on the camera wil ...