Crash when Landscape Max LODLevel is set to 0

UE - LD & Modeling - Terrain - Landscape - Mar 16, 2018

Reproduced in 4.19.0 CL 3944462 and 4.20 Main Unable to reproduce in 4.18.3 CL 3832480. This is a regression. ...

r.AllowOcclusionQueries 0 keeps increasing PrimitiveOcclusionHistorySet memory

UE - Rendering Architecture - RHI - Nov 29, 2022

r.AllowOcclusionQueries 0 skips the call to TrimOcclusionHistory(), so the PrimitiveOcclusionHistorySet container continues to grow. ...

Chaos Cache : When Min Speed To Spawn Trailing Particles > 0, particles are never spawned by chaos cache trailing events

UE - Niagara - Data Interface - Jul 26, 2024

Because UniagaradataInterfaceChaosDestruction::HandleTrailingEvents does not respect incoming TrailingEvent data, the debris velocity during chaos cache playback is always evaluated as zero. The fo ...

Contact Shadow artifacts with ray lengths despite length

UE - Graphics Features - Nov 17, 2016

Contact Shadows have more shadowing errors with lower to mid values than in 4.13 release when the feature was still considered experimental. Even low Contact Shadow Length value is causing issues. ...

TAssetPtrs are not properly fixed up in client PIE instances

Tools - Aug 18, 2015

Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...

Integrate fix for improper failure case for allocation of RenderTargets in Oculus

UE - Platform - XR - Feb 6, 2017

CL 3278583 contains a fix for improper failure state allocation of render targets, which causes intermittent crashes when the HMD is unplugged or has a power interruption. This CL fixes the crash ...

FDeferredDecalProxy cannot be initialized to not fade even if FadeDuration is set to 0

UE - Rendering Architecture - May 16, 2024

FDeferredDecalProxy always fade because InitializeFadingParameters is always called and leaves InvFadeDuration at 1.0 and the LifetimeAlpha calculation in FDeferredDecalPS::SetParameters gets a very ...

Tessellated Materials Displayed as 0 in Shader Complexity ViewMode

UE - Graphics Features - Sep 11, 2019

Tessellated Materials Displayed as 0 in Shader Complexity ViewMode. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8588088 ...

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions

UE - Simulation - Physics - Destruction - Dec 6, 2024

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...

Duplicating Asset With Suffix 0 Will Jump To A Suffix Of 2

Tools - Oct 28, 2016

When duplicating an asset with the suffix 0 in the content browser the duped asset will get a suffix of 2. Any other number works fine for example if you dupe an asset named "Test_23" the duped mesh ...