Simple collision Landscape returns incorrect physical material

UE - LD & Modeling - Terrain - Landscape - Oct 16, 2019

When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...

Exposure Compensation Curve not applied in Standalone/Packaged

UE - Graphics Features - Dec 29, 2019

'Exposure Compensation Curve' is not being applied in Standalone or Packaged projects. Confirmed in 4.25 MAIN at CL 10871578 ...

Switching raytracing console variable in runtime can crash engine.

UE - Graphics Features - Lumen - May 13, 2020

Licensee reported that is caused by missing ECVF_RenderThreadSafe flag in these console variable definitions. r.RayTracing.Shadows r.RayTracing.AmbientOcclusion r.RayTracing.Reflections Here is a ...

Editor will crash during shutdown while a global Find-in-Blueprint tab is open and indexing is active.

UE - Gameplay - Blueprint - May 22, 2020

The editor will crash during shutdown if Blueprints are actively being indexed in the background. ...

Creating a new project based on VR template requires user to compile DDC with installed engine

zComponent - Archive - May 27, 2021

Found that with machines that have not created a project based on this template before that DDC needed to be compiled with an installed engine, while other machines that have created a project with ...

Memory leak when rendering some meshes with ray tracing enabled

UE - Rendering - Features - Jul 19, 2021

This memory leak seems to be caused by the TMemStackAllocator of FRayTracingMeshCommandOneFrameArray. Using the FDefaultAllocator for FRayTracingMeshCommandOneFrameArray works as a workaround. // ...

Creating a Packed Level Instance from an asset with a negative Scale Transform inverts normals

UE - Engine Scaling - Streaming - Level Instances - May 11, 2022

Creating a Packed Level Instance from an asset with a negative Scale Transform inverts normals. Using Create Level Instance will not cause this to occur. ...

SetAllBodiesBelowPhysicsDisabled functionality appears to leave bodies behind that raycasts can still interact with.

UE - Runtime - Simulation - May 9, 2023

From UDN We use SetAllBodiesBelowPhysicsDisabled() to disable some bodies of our Vehicle. However by drawing the disabled bodies' particles position, we found those particles stay where they disab ...