Dynamic Shadow Distance only working for values below 20000 on translucent materials

UE - Graphics Features - May 31, 2018

The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...

Changing LODBias on landscape sections causes grass type placement issues

UE - LD & Modeling - Terrain - Landscape - Jun 6, 2018

Changing LODBias on landscape sections causes a grass type placement issues. The grass will be floating and rotated incorrectly. Found in 4.18 CL# 3832480,  4.19 CL# 4033788, 4.20 Preview 1 CL# 4 ...

Point lights with source length building static or stationary lighting will build incorrect shadows on movable objects

UE - Graphics Features - Lumen - Jun 12, 2018

Adding source length to a point light that is set to stationary or static will cause shadows to build incorrectly on movable objects. Working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033 ...

Audio Components ignoring Start Time set by Play node

UE - Audio - Jun 22, 2018

The Audio Component play with no delay despite there being a wait time being passed in the Play node. This was found in 4.19.2 (CL - 4033788) and tested in 4.18.3 (CL - 3832480), 4.20 Preview 3 ( ...

Editing Instanced Subobjects on a Parent BP may change unrelated Instanced Subobjects on a Child BP

UE - Gameplay - Blueprint Editor - Jul 10, 2018

Child Blueprints with instanced subobjects inherit changes made by the Parent Blueprint's instanced subobjects, regardless of what property they are assigned to. Tested in 4.18.3 (CL - 3832480), ...

Ensure fires during nativized build while packaging for any BP class based on UAnimNotify

OLD - Anim - Oct 25, 2018

Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...

Certain combinations of 'bRenderStatic' and 'bNoSkeletonUpdate' on SkeletalMeshComponent produce undesirable behavior.

UE - Graphics Features - Aug 7, 2019

Issues observed:  - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...

Landscape Tessellation Issues

UE - LD & Modeling - Terrain - Landscape - Sep 23, 2019

We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...

SetCollisionEnabled shouldn't check owner

UE - Simulation - Physics - Nov 8, 2019

Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...

Loading levels imported with World Composition's Import Tiled Landscape option from a level without World Composition enabled loads landscape components a World Origin

UE - World Creation - Worldbuilding Tools - World Composition - May 6, 2020

Landscapes created with Import Tiled Landscape are loaded at the World Origin when loaded in a level without World Composition enabled. Enabling World Composition in the second level fixes this iss ...