Large Landscapes cause long PIE start time delays

UE - LD & Modeling - Terrain - Landscape - Jan 29, 2020

These delays appear with large Landscapes (for example 8029 x 8029) . The delays only start occurring after the level is saved and reopened. After which PIE start times will be 5 to 15 times longer ...

Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw

UE - Platform - Mobile - Jul 20, 2017

A crash occurs when adding the two rendering variables 'r.UseShaderCaching' and 'r.UseShaderPredraw' when deployed to an Android device packaged for (ETC2). I ran a few more tests to try and isolat ...

Unexpected Changes in Saturation/Contrast of Colors when upgrading project to 4.15

UE - Graphics Features - Jan 30, 2017

When upgrading a project to 4.15 (in my case from 4.14.3), the colors seem to have shifted in contrast/saturation. It is not a huge difference, but noticeable enough to affect the overall result of ...

[CrashReport] UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::UpdateLod() [clothingsimulationnv.cpp:801]

UE - Simulation - Physics - Character - Apr 26, 2017

This is an early trending crash coming out of the 4.16 Preview. This has also been experienced internally on an internal project ([Link Removed]) User descriptionsCreate new cloth asset > Apply ne ...

Attempting to use the GameplayTags module in a binary code project will result in build failures in Visual Studio.

UE - Foundation - Core - Mar 27, 2015

Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...

LIVE: Manually importing a single LOD created in Maya will rotate -90 degrees

UE - Editor - Content Pipeline - Import and Export - Nov 5, 2014

DESCRIPTION: When importing a mesh created with Maya then saving, closing, and reopening the editor, if you add a LOD via the right mouse menu or mesh editor will result in the LOD importing -90 rot ...

[Quartz] - The multiplier does not always respected on the Quartz Quantization Boundary

UE - Audio - Quartz - May 13, 2022

Increasing the multiplier past a certain point causes sounds on a Quantization Boundary to struggle to play at the correct time. The repro above uses 1/32, but this also repros with other values. ...

UDN: ChildBP - When replacing Static or SkelMesh Compoent inherited from the Parent Class, Socket list doesn't update

UE - Gameplay - Blueprint - May 21, 2015

This is simple, but maybe hard to explain, so hear with me. I've attached a sample project and Repro Steps below in case it's not clear. Basically: 1. Make BP_Parent with an unassigned Mesh (Stati ...

Implied Decal Blend Modes don't properly account for Material Attributes usage

UE - Graphics Features - Sep 28, 2021

I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...

WPO is incorrectly generated on materials using Material Attributes as input to Landscape Layer Blend node

UE - Rendering Architecture - Materials - Jan 31, 2024

This comes from this UDN : [Link Removed] It occurs with this setup :  [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...