Material functions should be able to output the same data as it can accept as inputs

UE - Rendering Architecture - Materials - Sep 30, 2024

Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...

Invalid DumpGPU capture when ProjectDisplayedTitle contains special utf8 chars

UE - Graphics Features - Mar 7, 2025

Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...

Custom Primitive Data color widget not applying correctly to static mesh components in Blueprint editor.

UE - Rendering Architecture - Materials - Jul 23, 2025

Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...

Some post-processing passes sample outside of the viewport when using scene capture components

UE - Graphics Features - Nov 29, 2023

It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...

Instanced EditInlineNew objects are parented to the CDO when used by a child BP of a parent BP that inherits from a native class

UE - Framework - Blueprint Runtime - Mar 21, 2024

EditInlineNew objects added to Instanced array stored in a struct are seemingly ignored and the object is instead parented to the CDO of the owner. The owner must be the BP child of a parent BP tha ...

Reference Viewer doesn't show references to Primary Asset IDs

UE - Editor - Applied Usability - May 13, 2025

Context Reference Viewer can be used to view references between assets. There is a setting 'Show Management References' whose tooltip implies that references via PrimaryAssetID should be findable t ...

Play options menu vanishes sometimes

UE - Editor - Applied Usability - Oct 8, 2024

There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...

Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

New material translator: Switch statement not derivative aware

UE - Graphics Features - Jun 13, 2025

Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...