Spot Lights are not using Light Propagation Volumes when enabled

UE - Graphics Features - May 23, 2016

As of 4.9 Dynamic Indirect Lighting with Light Propagation Volumes should be supported for Spot Lights. This does not appear to be the case for several versions that I could see. Using the methods o ...

Clicking the [Absolute] bottom of Buttons in Toolbar does not Function

Tools - Sep 9, 2015

Hovering over the absolute bottom of buttons in the toolbar, particularly in Blueprints, results in the button being highlighted, but not accessable. The area seems to be 1 or 2 pixels from the bot ...

Slight delay when switching between UMG buttons on Mac

UE - Editor - UI Systems - Dec 30, 2014

There is a slight delay when clicking between two different UMG buttons on Mac. Tested on OSX 10.10.1. There also appears to be a flicker on the Menu Bar. ...

Server doesn't process anim notifies with montage tick type set to queued when bad network conditions occur

UE - Anim - Gameplay - May 3, 2023

After some testing this issue looks to only occur with queued notifies and not with branching point notifies. UDN: https://udn.unrealengine.com/s/question/0D54z00009643x4CAA/server-doesnt-process-a ...

RenderTarget Texture Alpha rendered incorrectly when SceneCapture2D AA set to true

UE - Graphics Features - Jan 8, 2016

The Alpha Channel of the Render Target Texture is rendered as a value of 1 (solid white) when the SceneCapture2D actor is set to LDR with PP and Anti-Aliasing is set to true in the General Show Flag ...

Modulated shadows do not render in the correct area on older devices / versions of Android OS

UE - Platform - Mobile - Apr 5, 2016

This issue was reported by a user who was having issues with their modulated shadows showing up in random spots on their mobile devices. Their devices were a Samsung Galaxy Note 2 and a ASUS Zenfon ...

Crash with FBX with LODs when distance fields and Generated Lightmaps are enabled

UE - Graphics Features - Jan 12, 2015

DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...

Crash trying to convert skeletal mesh to Nanite

UE - Graphics Features - Nanite - Mar 6, 2025

In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...

Insufficient precision of Decode71 function

UE - Rendering Architecture - Shaders - Jun 5, 2025

Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values ​​to 7-bit values ​​and mask values, and licensees have reported that the accuracy is insufficient when usi ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...