Inversing the scale of a skeletal mesh when it's simulating physics results in the mesh and collision being flipped

UE - Runtime - Simulation - Mar 18, 2021

The attached project has 3 skeletal meshes. One with its original transform and then 2 copies with an inversed scale in the X axis for one and the Y axis for the other. When pressing play, the meshe ...

BuildPatchTool doesn't finish if enabled building Http Chunk on Mac

Portal - Jan 25, 2021

We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...

Shader Complexity not working correctly on Deferred Decals

UE - Rendering - Features - Sep 3, 2020

If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...

ObjectScale node in the material editor does not work with decals

UE - Rendering - Architecture - Aug 19, 2020

The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...

Merged actors cannnot cast shadows when source actors Cast Shadows is disabled

UE - Engine Scaling - Streaming - Merge Actor - Aug 19, 2020

Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...

Investigate state of embedded and dynamic framework support on iOS

UE - Platform - Mac - Jun 5, 2020

Licensee reports it's not possible to use the dynamic framework used by the latest release of the iOS version BugFender - [Link Removed] Licensee bug report: : https://github.com/bugfender/Bugfende ...

Character rotations can diverge between clients and client/server briefly under packet loss and using bOrientRotationToMovement

UE - Runtime - Character - Jun 4, 2020

At some points the rotations will diverge briefly while the client and server attempt to rotate to the orientation direction by going different directions about the rotation axis. ...

There's a split in Normal of World Compositions Landscape.

UE - Engine Scaling - Streaming - World Composition - Mar 25, 2020

[Image Removed] ...

Large Landscapes using World Composition have weird LODs when streamed out and back in

UE - Engine Scaling - Streaming - World Composition - Mar 13, 2020

When World Composition Sublevels are streamed out and back in the LODs appear distorted. This reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4.23.1 (CL-9631420), 4.25 Preview ...

Mesh Renders in Main Pass if Both "Render CustomDepth Pass" & "Render in Depth Pass" Are Enabled, While "Render In Main Pass" is Disabled

UE - Rendering - Features - Dec 25, 2019

Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...