HDR is washed out or broken across multiple platforms

UE - Graphics Features - Jun 4, 2021

Default HDR images look incorrect for different reasons on each platform: PC SDR:[Image Removed] PC HDR:[Image Removed] ...

If Material is not overridden, Material will not be exported correctly.

UE - Editor - Content Pipeline - Datasmith - Exporters - Aug 4, 2021

This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials.  Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...

When StaticMeshComponent is added to an empty Actor, no HLOD is generated.

UE - World Creation - Worldbuilding Tools - HLOD - Jul 1, 2022

When a Cube of StaticMeshActor is placed, it is generated without any problem. ...

Material fails to compile when virtual texture is connected to opacity mask only through Make/Break Material Attributes

UE - Graphics Features - Jun 2, 2022

If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:No virtual tex ...

Material fails to compile when virtual texture is connected to opacity mask only through Set/Get Material Attributes

UE - Rendering Architecture - Aug 19, 2022

If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...

ISM Component in an instanced BP does not take into account changes to NumCustomDataFloats from the BP class

UE - Graphics Features - Sep 16, 2022

PerInstanceSMCustomData is bulk serialized and doesn't get changed on the BP instance when changing NumCustomDataFloats, possibly causing out of bounds array access leading to a crash. Possible sol ...

OBJ file imports with wrong scale and orientation.

TM - Interoperability - Jun 14, 2024

I've also attached an FBX of the same mesh for reference. [Link Removed] [Image Removed] ...

FStaticMeshCompiler::FinishCompilation stalls when compiling multiple meshes.

UE - CoreTech - Oct 7, 2024

Calling "FStaticMeshCompiler::FinishCompilation" on multiple assets simultaneously can cause a hang. Also tested on //UE5/Release-5.5, CL: 36784631 ...

BSPs do not update when converted to blocking volumes

UE - LD & Modeling - Modeling Tools - BSP - Oct 21, 2015

If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...