Directional Light Is Not Casting Shadows Past a Certain Point In Large Worlds On All Actors/Grass

UE - Graphics Features - Sep 5, 2018

Directional light is not casting shadows past a certain point in large worlds on all actors/grass. In 4.19 CL# 4033788 shadows show up but not until the camera is very close to the object. 4.19 Pro ...

Creating FTickableObjectBase inherited class in async thread may cause pure virtual function call

UE - Framework - May 22, 2025

Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...

Material Function Input Displays Incorrect Data Type for Volume Texture, Static Bool, Material Attributes, and External

UE - Rendering Architecture - Materials - Aug 20, 2018

The material function Input Displays incorrect data type for Volume Texture, Static Bool, Material Attributes, and External. The function will still work properly however the type data is displayed ...

Distance Fields do not work with Directional Lights when using a AMD Radeon card.

UE - Graphics Features - Aug 25, 2015

Distance Field shadows do not appear to be working with those using Radeon series cards. Sample project attached DXDiag of machine that is having the issue is attached. AMD Radeon 200 series. ...

Blueprint fails to compile when adding new member to struct that is an input parameter of implemented interface function

UE - Gameplay - Blueprint - Jun 3, 2016

Adding variables to a structure that is an input parameter of an interface function causes a compile error in any blueprint that implements the interface until the interface is recompiled. Compile ...

Functional Test won't start when placing a moving actor inside the level if setting Navigation Mesh's Runtime Generation to Dynamic

UE - Automation Test - Mar 21, 2019

User is trying to use the Functional Test class to construct some automated test cases. Whilst doing this they noticed that adding a BP_Actor (just a static mesh engine cube) that simply rotates (v ...

Duplicated TextureLoadVirtualPageTable in GetCustomData functions in generated HLSL add to the total instruction count due to TextureLoad having side effects

UE - Rendering Architecture - Materials - Dec 4, 2024

When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...

The FNetNameMapping::GetUniqueName function appends numerical values to the end of the previous name instead of replacing the previous name's numerical value

UE - Gameplay - Blueprint Compiler - Feb 23, 2018

The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...

Virtual Scouting Interactor / VR Scouting Tools Menus appear Black when using real-world lighting values (i.e. 70k lux)

UE - Virtual Production - Tools - VR Scouting - Sep 27, 2021

The Virtual Scouting tools appear black in scenes using real-world physical lighting values due to their UI Material Domain since they do not have an emissive channel and do not accommodate viewport ...