Light function materials using WorldPosition do not render correctly to volumetric fog if there is more than one

UE - Graphics Features - Mar 27, 2023

There is a one-line fix for this in a shader file, see their PR on GitHub:https://github.com/EpicGames/UnrealEngine/pull/10251/files ...

PIE Map and TSet Properties using TSoftObjectPtr Failing from Missing Rehash

UE - DEET - EditorLoader - Apr 24, 2023

There is an issue with PIE where sometimes TMap and TSet properties using TSoftObjectPtr or FSoftObjectPath values as keys don't work correctly. Items which are in the container aren't found despite ...

Soft Reference to redirector object (or ghost redirector)

UE - Gameplay - Components - Apr 26, 2023

This seems be solved if asset is modify and saved again (Show in the video resource below ) [Link Removed] UDN Thread: https://udn.unrealengine.com/s/case/5004z00001nzoC9AAI/soft-reference-to-r ...

In the Anim Sequence Editor set a Notify's MontageTickType to be fixed to BranchingPoint if that Notify is a Native Branching Point

UE - Anim - Gameplay - Jun 30, 2023

To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint.  ...

Screen jitters while blending constrained aspect ratio of camera

UE - Anim - Sequencer - Apr 23, 2024

The screen jitters when animating the size of the filmback of a aspect ratio constrained Cine Camera. Following behavior was observed by the customer: MRQ: The expected behavior - bars smoothly in ...

Incorrect error icon on stationary lights in a sublevel when the sublevel is first added

UE - Graphics Features - Jun 26, 2024

When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...

Incorrect Lighting With Exponential Height Fog And Light Function Atlas

UE - Graphics Features - Jul 29, 2024

There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...

Clearcoat shader disappears if any asset using the Material leaves lighting

UE - Graphics Features - Aug 19, 2015

Clearcoat Shader will stop receiving lighting information if any mesh assigned the material using the shader leaves lighting. Also Reproduced in Launcher 4.9 Preview 4, Main-CL-2660934 [Image Remo ...

Animations on joints with ZXY Rotation Order don't work in 4.10

Tools - Dec 15, 2015

Animations on joints with ZXY Rotation Order don't work in 4.10. The attached fbx has an animation that should show the thigh_l joint rotating back and then back to default position. This bug does ...

Interrupting SetViewTargetWithBlend causes camera to snap to one actor

UE - Gameplay - Aug 17, 2015

If you interrupt a SetViewTargetWithBlend with another SetViewTargetWithBlend, it snaps to the second ViewTarget instead of blending back. ...