Incorrect conversion when using FUnitConversion::Convert

UE - Foundation - Core - Jun 5, 2020

Incorrect conversions values received and using FUnitConversion::Conversion ...

Static lighting isn't bouncing when using Layered Materials

UE - Graphics Features - Lumen - Aug 13, 2020

Static lighting will not bounce on the ceiling when using a Layered Material. The Material Attributes Layers node is used which doesn't appear in 4.24.3 so this isn't a regression. This was report ...

Tagged binding exists after deleting object binding in sequence

UE - Anim - Sequencer - Mar 12, 2021

Tagged bindings aren't deleted when their object binding is deleted in the sequence.  ...

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 ...