Crash in IndirectLightingCache on level load

UE - Graphics Features - Aug 11, 2016

May be a duplicate of this bug, which was closed due to no repro:https://jira.ol.epicgames.net/browse/UE-10978 ...

Lightmass export can fail with duplicated static mesh assets

UE - Graphics Features - Aug 30, 2017

See https://answers.unrealengine.com/questions/853450/417-lighting-build-fails.html ...

GeometryScript: BlueprintCallable GetMaxMaterialID return pin is incorrectly named "Enabled" instead of "MaxID"

UE - Graphics Tools - Modeling Tools - GeometryScripting - May 2, 2025

The return pin for the "Get Max Material ID" function is incorrectly named "Enabled" when the function returns the MaxID. See \Engine\Plugins\Runtime\GeometryScripting\Source\GeometryScriptingCore\ ...

Pixelated volumetric translucent shadows

UE - Graphics Features - Aug 17, 2021

I narrowed down the issue to the Main call of ShadowProjectionPixelShader, and tested (on 4.26 and 4.27) a combo of different material and light shadow settings, as well as enabling transmission on ...

Get Playback Range from sequencer scripting gives tick rate frame numbers instead of display rate

UE - Anim - Sequencer - Aug 26, 2020

Sequencer scripting will return the tick rate frame number for Get Playback Range instead of the display rate frame number. This differs from similar functions, and will result in unexpected results ...

Some features have not yet been supported when using AmbientCubemap as IBL

UE - Graphics Features - Mar 26, 2025

Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...

Instance changes no longer propagating to ChildActor after updating from 4.11.2

UE - Gameplay - Jun 13, 2016

Function parameters do not appear to pass the correct information after updating from 4.11.2 ...

Return node pins lose connection after copy and pasting

UE - Gameplay - Blueprint - Feb 15, 2016

If the user copies and pastes nodes connecting to a return node in a function then the pins on the return node will become disconnected. ...

GI bounces missing from static SkyLight.

UE - Graphics Features - Sep 23, 2021

Potentially missing lightmass path for skylight that needs to imitate the static directional light GI solution. ...

IsPlayInMobilePreview does not return true when using Mobile Preview

UE - Platform - Mobile - Apr 11, 2019

A user has reported that the IsPlayInMobilePreview function does not return true when playing in Mobile Preview. From looking at the function, it seems to be looking specifically for the commandline ...