Stationary Spot Lights in Forward Rendering Incorrectly with PerVertex NonDirectional Translucency

UE - Graphics Features - Jun 14, 2019

Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...

Imported animations don't import correctly when using same import settings as skeletal mesh it's based off

UE - Editor - Content Pipeline - Datasmith - Importer - Jul 10, 2019

When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...

Animation Blueprint Classes are Uncastable

OLD - Anim - Aug 13, 2019

It appears that the Anim Instance class is no longer accessible. As a result, no animation blueprints made are accessible via blueprints - regardless of whether or not the skeletal mesh actually use ...

Display Blueprint Added Components on subobjects with meta = (ShowInnerProperties)

UE - Framework - Blueprint Editor - Sep 28, 2021

Right now only native subobjects are displayed in the details panel with meta = (ShowInnerProperties) is set. Child Actor Components are an example of this, where if the child actor you have added h ...

Objects animated in Sequencer fail to trigger collisions against stationary characters with character movement components

UE - Gameplay - Player Movement - Oct 22, 2024

When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...

Broken hair material with light function

UE - Graphics Features - Dec 19, 2024

Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...

Allow promote to variable on Color structs/Vertex Colors structs for Procedural Mesh components

UE - Gameplay - Oct 13, 2015

Issue: Currently, it is not possible to make a variable of type "Color" specifically for the color struct on procedural mesh components (see image attached). This is the only variable on procedura ...

Separate Translucency for Particles Breaks when Scene Color is used

UE - Graphics Features - May 12, 2015

When using Scene Color in a Particle System's Material with Separate Translucency checked true, all Particles with Separate Translucency checked true placed in the level with the Scene Color Particl ...

[CrashReport] AppleIntelBDWGraphicsGLDriver!USC::CPassSsaAllocatorContext::RollbackSpillFillToCopies()

UE - Platform - Apple - Sep 2, 2016

Error message: SEGV_MAPERR at 0x3a Source Context: Most recent user affected CL: 3106830 (4.13.0) Logs: [Link Removed] [Link Removed] [Link Removed] CrashReporter User Descriptions:UE4.13 immed ...

GetAssetRegistry by class and subclass only works for Material data types

UE - Gameplay - Oct 16, 2018

The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...