Artefacts with Volumetric Clouds

UE - Graphics Features - Nov 2, 2022

(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...

Pink lighting artifacting on Mac

UE - Graphics Features - Lumen - Mar 23, 2023

There are pink lighting spots around the level when opening ContentExamples on Mac. Lighting starts out more intense but fades as the level loads in. Also occurs in new FirstPersonBlueprint templat ...

No deprecation message with component bound event nodes

UE - Framework - Blueprint Editor - Aug 21, 2023

It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...

[CrashReport][Crash] crash at exit due to pending perforce background tasks

UE - Editor - Workflow Systems - Jul 16, 2024

Users affected: 440 Total occurrences: 672 Last occurrence: July 16th 2024, 2:40:01 pm First occurrence: December 31st 2023, 1:47:28 pm Latest version: ++UE5+Release-5.3-CL-29314046 Platform: Win64 ...

A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while playing as standalone or Packaged Build.

UE - Simulation - Visual - Oct 28, 2024

A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while ...

Launching from the editor can cause certain maps to become dirty and require saving and/or checkout

UE - Foundation - Core - Cooker - Sep 21, 2016

Using the launch option in the editor will cause some maps in the "List of maps to include in a packaged build" to become dirty and require checkout when in a project that is connected to source con ...

Particle Lights do not honor Lighting Channel assignments

UE - Niagara - Jul 15, 2016

Particle system light's module does not use Lighting Channels. The particle system itself will accept lighting from it's assigned lighting channels but the lights spawned from the particle system, n ...

Ctrl+Dragging multiple pins at once will sometimes drop pins

UE - Gameplay - Blueprint - Oct 7, 2016

Ctrl+Dragging multiple pins at once will sometimes drop pins This is a regression. The same setup was working in 4.12.5, but isn't working in 4.13.1 & Main (4.14) User Description: Blueprint conn ...

Material Previews Reflection skybox are broken in 4.12

UE - Graphics Features - May 3, 2016

Materials are rendering now in the preview pane with artifacts caused by the change in the reflection skybox. This can clearly be seen in 4.12 and later by enabling the reflections view in the previ ...

Epic Mannequin's Material Does Not Render Correctly On Intel HD Graphics

UE - Graphics Features - Feb 1, 2017

The Epic Mannequin no longer renders correctly when using an Integrated Intel HD Graphics 4600 GPU. The character will either have parts of his body hidden(4.14) or completely black(4.15) depending ...