RenderTarget Texture Alpha rendered incorrectly when SceneCapture2D AA set to true

UE - Graphics Features - Jan 8, 2016

The Alpha Channel of the Render Target Texture is rendered as a value of 1 (solid white) when the SceneCapture2D actor is set to LDR with PP and Anti-Aliasing is set to true in the General Show Flag ...

Import Source disappears in Textures after loading asynchronously loaded level

UE - Editor - Content Pipeline - Import and Export - Dec 15, 2015

It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...

Tappy Chicken in 4.10 via Github has asset dependency issues which halt packaging

Docs - Samples - Dec 7, 2015

Tappy Chicken when downloaded as a 4.10 project and opened in a Github version of the engine, the TappyAutomated Map has "externally referenced" assets which cause the engine to be unable to packag ...

FBX Import incorrect Relative Mesh Locations on Blender FBXs using Linked Duplicates

Tools - Nov 23, 2015

Blender FBXs using Linked Duplicates (equivalent to 3dsMax Mesh Instances) are importing losing their relative locations and all meshes are rendering on top of original mesh's location. [Image Remo ...

Static Lighting from a nested Blueprint is not saved in Lighting Build

UE - Graphics Features - Oct 21, 2015

Licensee has a setup in which static lighting is placed in a Blueprint Actor and then a New Blueprint is created with the parent added to this new blueprint. All Elements in both Blueprints are set ...

UV Coordinates and Gradients are behaving unexpectedly when run 1-0 (White on Top, Black on Bottom)

UE - Graphics Features - Sep 30, 2015

When multiplying a Gradient running from White on Top to Black on Bottom (1-0) by a Texture Coordinate, there are unexpected results rendered which is not seen when multiplying the Coordinate by a B ...

Derived Data Cache is included but not used in Kite Demo

UE - Foundation - Core - Sep 23, 2015

We include an 8 GB DDC with Kite Demo, but the entire DDC is recalculated on project launch instead of using the included DDC. There is no information included in the DefaultEngine.ini file to refe ...

Light Functions displayed on Large Translucent Meshes cause rendering errors

UE - Graphics Features - Sep 14, 2015

Light Functions are stretching and flickering on large translucent surfaces. Translucents Surface:[Image Removed] Opaque Surface:[Image Removed] ...

Base Pass Instruction Count increases on Compile and Save, then resets upon reopening Material

UE - Graphics Features - Aug 24, 2015

Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...

Line Attractor Strength Varies By Frame Rate

UE - Niagara - Aug 20, 2015

The Line Attractor node seems to render differently (have different strengths) between Cascade Viewport, Editor Level Viewport, PIE and Standalone/Launched Game In trying to capture movies for this ...