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 ...

Packaged Builds with DX12 Crash on 2nd Start

UE - Graphics Features - Oct 18, 2018

Running a packaged game with DX12 will crash on launch every second start and after. If you delete the files with the .ushaderprecache extension that are in the ProjectName/Saved folder the exe star ...

Full Screen Native Resolution not supported on new iPad Pro 11-inch and iPad Pro 12.9 inch (3rd generation)

UE - Platform - Mobile - Nov 16, 2018

A licensee has reported that Full Screen native resolution does not work properly on the iPad Pro 11-inch and on the iPad Pro 12.9-inch (3rd generation). Black borders are used around the screen ins ...

Simulated Proxies using UCharacterMovementComponent slide around after moving

UE - Gameplay - Player Movement - May 15, 2019

UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...

Textures are Blurry when Scaling an Actor While r.Streaming.DropMips is Set to 2

UE - Graphics Features - Jul 17, 2019

If a BP actor containing textured static meshes starts with a small transform scale, when scaled up, the texture streamer fails to load in the higher mips and the texture looks blurry. Working as e ...

Procecdural Mesh Components without a material assigned crashes on conversion to Static Mesh

UE - Graphics Features - Aug 6, 2019

This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...

Color obtained in Retainer Box differs from color visible in material preview when set by Vector Parameter

UE - Graphics Features - Aug 12, 2019

Color set by Vector Parameters in a material differs in preview from color obtained in retainer box. Obtained color does not match either sRGB or Linear values of color visible in material preview. ...