Ensure on Mac when applying materials from content browser

UE - Rendering Architecture - Materials - Mar 14, 2015

User reports that dragging materials into the editor from the content browser causes a hitch, followed by an ensure that. The user could not produce a crash report. Logs included Unable to reprodu ...

Scroll Bars for Certain Editor Windows are Reversed when using Trackpad on Mac

UE - Platform - Apple - Mar 25, 2015

Certain scroll bars within the Editor while on a Mac have their directions reversed. i.e. The 'World Outliner', the 'Details' panel within a 'Blueprint.' The suggested workaround I gave to the user ...

Local Position Material Function failing to compile when Packaging for HTML5

UE - Platform - Mobile - Mar 25, 2016

After some extensive testing, I could not find any reason why the material function LocalPosition node was failing to compile and defaulting to the world grid material when Packaging for HTML5. I a ...

DrawMaterial() Function not Rendering Translucent Material to HUD

UE - Graphics Features - Sep 4, 2015

After creating a new HUD blueprint class and calling it to render a translucent material, the material does not render at all. This is not the case with any other Blend Mode when called to render to ...

Painted Instanced Foliage Actors Rendering Multiple LOD's Simultaneously

UE - World Creation - Worldbuilding Tools - Foliage - Sep 1, 2015

When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...

Large blueprint memory leak in project

UE - Gameplay - Blueprint - Jan 6, 2015

Attached project exposes memory leak in editor. Cause is not known but increases memory very quickly when running PIE. The amount of memory used does not return to normal after closing PIE and each ...

LIVE: StartFPSChart Command references an invalid command in the console

UE - Foundation - Core - Nov 14, 2014

The Command "StartFPSChart" references an "EndFPSChart" which is not recognized and should reference "StopFPSChart" ...

Discrepancy in rendering between Perspective and Orthographic Viewports

UE - Graphics Features - Nov 20, 2014

Perspective and Orthographic views render differently. Ortho views use a tonemapper with no gamma. ...

Using the console command ProfileGPU while the Oculus DK2 is plugged in will cause Standalone game to crash

UE - Platform - XR - Nov 21, 2014

Using the console command ProfileGPU while the Oculus DK2 is plugged in will cause Standalone game to crash. The editor however will not crash, just the Standalone game. ...

Popups are causing a hang

UE - Platform - Mobile - Feb 8, 2016

Users are reporting that a system pop up such as a timer or low memory is causing a hang and crash. ...