The == and != symbols of the 'Not Equal(Enum)' and 'Equal(Enum)' are obscured

UE - Framework - Blueprint Editor - Nov 7, 2022

This is not a regression this has existed since as early as 2015(seen screenshot: [Link Removed] Closed ). Tested in //UE4/R ...

Volumetric lightmap + stationary light has missing shadows

UE - Rendering - Architecture - Sep 5, 2023

Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...

Crash when duplicating an asset before renaming it in the Content Browser

Tools - Sep 27, 2018

If you duplicate an asset in the Content Browser before the renaming box prompts input it will cause the Editor to crash. This was reported and tested in 4.20.3 (CL-4369336). This is reproducible ...

Adding a scene component to a child blueprint causes log warnings to appear in output log

UE - Gameplay - Blueprint - Sep 1, 2015

If a scene component is added to a child blueprint and the parent blueprint is compiled, a log warning will appear that states: "LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParen ...

Custom lighting channels ignored when object culled in stereoscopic

UE - Platform - XR - Apr 14, 2016

When a light that uses lighting channels is only visible in one view during stereoscopic rendering, it affects the default light channel instead of the assigned one in the view that it's not visible ...

Scaling a SceneCapture2D from Default Scale will cause Decals to Disappear in the Render Target

UE - Graphics Features - Dec 6, 2016

When scaling a SceneCapture2D actor/component any decals there were being rendered within the Render Target disappear. I also noticed that when the SceneCapture2d is set to orthographic, the scale ...

Pin wires do not connect correctly after collapse to function and duplication

UE - Gameplay - Blueprint - Mar 20, 2017

Pin wires do not connect correctly after collapse to function and duplication. Any node can cause this issue, I used an INT variable because it was quick to test with. Regression: This issue affect ...

GetStaticMeshViewport() is called without checking if it returns a valid viewport causing the Editor to crash

UE - Editor - Dec 9, 2021

This is not a regression. Tested in: //UE4/Release-4.27 CL18319896 Binary //UE5/Release-5.0-EarlyAccess CL16682836 Binary //UE5/Release-5.0 CL18407655 Personal P4 When opening a static mesh without ...

Cable component fades while moving over the Skybox and disappears while over Volumetric Clouds or while Material is applied

UE - Rendering - Features - Apr 15, 2022

Cable component fades while moving over the Skybox and disappears while over the Volumetric Clouds. If a Material is applied to the Cable it'll fade & disappear while the character is not moving. R ...

Crash after importing a 16k Normal Map while Unreal Real is Preparing Texture

UE - Texture - Sep 12, 2022

This is a regression tested in //UE4/Release-4.27 cl18319896 Editor crashes after importing a 16k Normal Map while Unreal Real is Preparing Texture. Other non-normal maps seem to work without issue ...