Copying and pasting a material function renders all of the duplicates inputs as not having default values

UE - Rendering - Architecture - Materials - May 22, 2019

The top material function was placed in a graph directly. The second was generating by copying the first node. Note that the input pins changed color which indicates that each input on the new modul ...

Specific Blend Mode of Material on UMG render incorrectly when HDR is enabled

UE - Rendering - Features - Jan 27, 2022

This issue occurs with the Additive and Alpha Holdout settings. ...

Postprocess volume priority bug

UE - Rendering - Features - Mar 13, 2023

Translucent deferred decal materials look different when setting specular attribute directly or via constant node

UE - Rendering - Architecture - Materials - Nov 28, 2025

Translucent deferred decal materials look different when setting their specular material attribute directly on the material node versus setting it via a constant node ...

Math Nodes are not updating on input

UE - Rendering - Architecture - Materials - May 11, 2015

Add, Multiply, Subtract and Divide Nodes in the Material Editor are not longer updating on input but on the next node added to the Material. Also Reproduced in Main Promotable-CL-2541904 [Link Rem ...

Exponential Height Fog renders incorrectly after Set World Origin Location

UE - Graphics Features - Dec 12, 2016

When having an Exponential Height Fog actor far away from origin, after doing Set World Origin Location, Exponential Height Fog's appearance changes. ...

Fix pause flags when recycling sound sources

UE - Audio - Dec 12, 2016

Issue is due to pause flags getting recycled when new sound sources are used from the sound source pool. This is a regression since 4.13, causing audio to pop. ...

Discrepancy in capsule distance to floor when crouching

UE - Gameplay - Components - Aug 30, 2017

When crouching is set in the CharacterMovement Component, the distance from the character capsule to the floor increases by one unit while crouching. Regression: No - Same behavior occurs in 4.16.3 ...

Temporal Super Sampling flickering temporal analysis visualisation mode indicates temporal analysis disabled for all objects on screen

UE - Rendering - Features - Jan 24, 2025

This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData

UE - Runtime - Deformable - Mar 19, 2025

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...