[CrashReport] UE4Editor_TextureFormatDXT!__delayLoadHelper2() [delayhlp.cpp:323]

UE - Graphics Features - Nov 3, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Unknown exception - code c06d007e (first/second chance not available) Source ...

[CrashReport] UE4Editor-Core.dylib!FThreadStats::FThreadStats()

UE - Graphics Features - Nov 17, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: SEGV_MAPERR at 0x0 Source Context:N/A Most recent user affected CL: 3195953 ...

Incorrect shading for SubSurface profile in the Blueprint Viewport.

UE - Graphics Features - Dec 30, 2016

The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...

Material Instance color applied as Blendable gets overridden by Master Material's color

UE - Graphics Features - Jul 6, 2016

When applying a Post Process Material Instance as a blendable element in a Post Process Volume with the blend radius set higher than 0, the post process will blend the Master Material's inputs with ...

Dbuffer Normals Incorrect In Forward Rendering

UE - Graphics Features - Apr 17, 2017

After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...

When move selected foliage to level, Foliage can not move to level.

UE - World Creation - Worldbuilding Tools - Foliage - Jul 18, 2017

With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...

GPU Particles Don't Spawn at Correct Location When Used as Collision Event Receiver

UE - Niagara - Oct 8, 2018

GPU emitter doesn't spawn particles at expected location when it is an event receiver. Also disabling Interpolate Spawning in the emitter properties affect this behavior as well, making the particle ...

Objects with centered pivots become Actors instead of StaticMeshActors when imported via Datasmith

UE - Editor - Content Pipeline - Datasmith - Exporters - Jan 18, 2019

When selecting "affect pivot only" and choosing "center pivot" on 56 objects in 3DS Max 2019, 4 of them imported into Datasmith as Actors and not StaticMeshActors. This makes it seemingly impossible ...

Breakpoints on nodes in deleted functions are not cleared

UE - Gameplay - Blueprint - Nov 16, 2018

Might be a simpler repro than this, but take a look at revision 1 of PreRolledBoxes in FortniteMain to see an asset affected by this. It was duplicated from StoreRoot which had breakpoints in some o ...

Changing the mobility of an actor attached to a Skeletal Mesh in the level will change the mobility of the skeletal mesh

UE - Gameplay - Feb 16, 2016

Items attached to the Skeletal Mesh in the World Outliner can alter the Mobility of the Skeletal Mesh. Licensee specifically does not want to have any automated changes to asset mobility to happen ...