Updating Material does not update platform stats in derived Instance

UE - Rendering Architecture - Materials - Nov 26, 2024

It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...

GPU Crash from invalid SRV in CreateShaderResourceView due to integer underflow

UE - Graphics Features - Ray Tracing - Jan 15, 2025

The GPU crashes after the ray tracing geometry builder attempts to create a shader resource view with an invalid offset. ...

World Source in Take Recorder does not record auto-tracked actors properly

UE - Virtual Production - Tools - Take Recorder - May 23, 2025

The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...

GetRefBonePose doesn't return the correct location if the mesh has been switched to another mesh of the same skeleton

OLD - Anim - Sep 10, 2015

When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...

[CrashReport] UE4Editor_D3D11RHI!VerifyD3D11Result() [d3d11util.cpp:233]

UE - Graphics Features - Jan 24, 2018

No user comments ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Blurry textures on BSP geometry when a very small static mesh using the same texture is in the same scene (standalone game)

UE - Graphics Features - Mar 9, 2020

The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same textu ...

UWorld::GetNetMode returns incorrect value during UGameInstance::StartPlayInEditorGameInstance

UE - Networking - Jan 19, 2023

During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...

Selected tool using ScriptableTool might get closed when selecting an exposed property.

UE - Graphics Tools - Modeling Tools - May 21, 2024

When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...

Blueprint Interfaces cannot pass by reference between two blueprints

UE - Gameplay - Blueprint - Feb 25, 2015

Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...