Bloom Blown Out In Forward Shading With MSAA and Separate Translucency Enabled

UE - Graphics Features - Mar 31, 2017

When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...

Collision properties of a component cannot be changed in Viewport

UE - Simulation - Physics - Apr 26, 2018

When using any collision preset other than QuerryOnly, the collision properties cannot be changed when the actor is in the Viewport. ...

ForLoop used inside BP Function Library always returns 0 index when used in a Construction Script

UE - Gameplay - Sep 18, 2018

Using a For Loop inside of a Blueprint Function or Function Library will always return index 0 when used in the Construction Script. This was reported and tested in 4.19.2 (CL-4033788). This was r ...

Scrollbox under multiple retainerboxes doesn’t scroll correctly with PIE

UE - Editor - UI Systems - Aug 14, 2019

When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...

"Assertion failed: NumberOfFreeBits >= 0" on clients that attempt to connect to a server with the -NoPacketHandler option

UE - Networking - Oct 6, 2020

With the rework of IP address resolution in 4.25, this assert now occurs. When no packet handler is used, UPendingNetGame::InitNetDriver calls SendInitialJoin() immediately, before async address res ...

After compile, spawnable actor is stuck in spawned state

UE - Anim - Sequencer - Jun 3, 2016

After compile, spawnable actor is stuck in spawned state ...

Noise Node used in UI Material is rendering Black

UE - Graphics Features - Feb 15, 2016

The Noise Node when used in a UI Material is rendering completely black in 4.11. This is a Regression from Behavior in 4.10.2 It looks like the Noise Node (at least form the preview of the noise i ...

Mouse offset when switching resolution between windowed mode / fullscreen

UE - Editor - UI Systems - Aug 13, 2015

When switching between windowed and fullscreen modes during runtime the mouse position is reported incorrectly. Eg. A button with a hover over effect will play the effect when the mouse is near but ...

Moving objects in editor does not update collision

UE - Gameplay - Apr 7, 2015

When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...

collision components added to vehicles do not properly register overlap events

UE - Gameplay - Sep 16, 2015

overlap events do not fire when collision components such as sphere or capsule collision components are added to a vehicle blueprint. Overlap events seem to register if the component overlaps with o ...