Crash when Applying Hole Material to Imported Tiled Landscape with World Composition

UE - LD & Modeling - Terrain - Landscape - Jun 11, 2015

A crash occurs when importing a tiled landscape, via the 'Levels' window with World Composition enabled, and applying a material to the 'Hole Material' slot. You can also re-apply a default material ...

Setting "Is Enabled" via the animation timeline in UMG does not appear to work at runtime

UE - Editor - UI Systems - Jun 10, 2016

Setting "Is Enabled" via the animation timeline in UMG does not appear to work at runtime ...

Hot Reload not updating variables that have their values set in the constructor

UE - Foundation - Cpp Tools - Hot Reload - Feb 1, 2016

If a variable's value is being set in the construction script of a class and then that value is edited (the line itself is edited, not another setting of the variable), hot reload will not update th ...

Crash in a packaged project when loading into a level after a nativized Anim BP grabs a PoseSnapshot using a FName

OLD - Anim - Oct 25, 2019

In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...

FMath::Eval ignores groupings while solving

UE - Foundation - Nov 8, 2022

This is not a regression. Tested in //UE5/Release-5.0 CL20979098 FMath::Eval ignores groupings while solving problems. This has caused some confusion with users who are expecting the groupings to b ...

Material Layers Ignore Virtual Texture Sampler Restrictions

UE - Rendering Architecture - Mar 25, 2024

Virtual Textures can be assigned to Texture Sample Parameters that are not configured for Virtual Textures, if that parameter is inside of a Material Layer. Also found in Release-5.4, CL 32426910 ...

Translucency area has stripe-style issue on TSR

UE - Graphics Features - Mar 28, 2024

The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facing planes. ...

Object Load order issue in Blueprint Editor

UE - Gameplay - Blueprint Editor - Oct 21, 2024

[Image Removed] change FindObject to StaticLoadObject might fix this issue ...

WasRecentlyRendered() and GetLastRenderTimeOnScreen() still triggers when a skeletal mesh re-enters the view frustum despite being occluded.

UE - Rendering Architecture - Dec 4, 2024

AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...