Add support for motion data on SteamDeck (Steam Controller plugin)

UE - Gameplay - Input - Mar 7, 2025

We have a UDN user with a proposed change: https://udn.unrealengine.com/s/question/0D5QP00000yo70w0AA/add-support-for-gyro-motion-data-to-steam-controller-plugin?fromCase=1 Hi, we were adding gyr ...

[CrashReport] UE4Editor-MetalRHI.dylib!FMetalDeviceContext::CreateDeviceContext()

UE - Graphics Features - Feb 10, 2017

Error message: SEGV_MAPERR at 0x3 Source Context: Most recent user affected CL: 3249277 Logs: [Link Removed] [Link Removed] [Link Removed] [Link Removed] CrashReporter User Descriptions:Just i ...

SetBlendState has HDR UI override baked in

UE - Rendering - Architecture - Mar 20, 2026

SetBlendState() is called from non-UI code but has HDR UI overrides baked in. The UI specific code should be moved to the UI code that calls SetBlendState() - likely in FCanvas, or the function sho ...

Significant hitch occurs when invoking ApplySettings on a UGameUserSettings object

UE - Rendering - Graphics Features - Jun 18, 2025

Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...

SkyLight Leaking does not affect reflections when the SkyLight is static but static lighting is disallowed

UE - Rendering - Graphics Features - Sep 10, 2025

Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...

GAS: OnTagUpdated() not called when calling SetLooseGameplayTagCount()

UE - Gameplay - Gameplay Ability System - Dec 10, 2024

Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...

Key precision problems on some short animations

Tools - Apr 5, 2016

Please see attached UE4_anim_interp_bug.fbx for a second example. This works as expected in 4.7 and 4.8 I've got a couple different users reporting this now. I suspected animation compression to ...

lots of wasted Volumetric lightmap samples

UE - Graphics Features - Lumen - Jun 20, 2019

Expectations: The samples should only surround the lightmass importance volumes.  Imagine if we build a 8K*8K map with lightmap importance volume at the corners of the map, even using stream levels ...

Unnamespaced UnrealMathUtility.h macros clash with other headers

UE - Core - Systems - Jan 25, 2022

Reported here: [Link Removed] > See this commit: > > https://github.com/EpicGames/UnrealEngine/commit/acd754e12dc9a7ffc7f173c8433a6bafc0262b51#diff-b18d4f9b879748fdacff2caa885b231e8c9e0b899d90d5d ...

Volumetric Translucent Shadows will only work if you select the mesh, doesn't show up in game

UE - Graphics Features - Aug 18, 2015

When using Volumetric Translucent Shadows for static meshes the shadows will only work if the mesh is selected. When the mesh is deselected it will not render. This worked in 4.8.3, but is broken ...