Difference in Shader Complexity view mode between Static Mesh and Painted Foliage Actors after Enabling 'Dbuffer Decals' in Project Settings

UE - Graphics Features - Oct 19, 2016

The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals' The user is reporting that this does not seem ...

Enabling wifi while a game is running causes the Lenovo S939 to freeze or crash

UE - Platform - Mobile - Jan 5, 2016

When turning on the wifi connection on the device, the game either crashes on the device or it'll freeze for about 15 to 30 seconds. Devices: 5231_S939 (ARM Mali-450 MP4; 4.4.2) - occurs on 2894_G ...

Camera Vector on Strata materials is rendering the wrong colors

UE - Graphics Features - Substrate - Jan 4, 2023

Regression: Strata is new in UE5/Release-5.1, but recreating this on a normal material renders the same colors, so regression is no. According to a user the material is supposed to be rendering Blu ...

When TSR is enabled, the maximum brightness is clamped to about 16000.

UE - Graphics Features - Jun 7, 2022

You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...

Overridden functions in Child Blueprints cannot be converted to/from pure functions

UE - Gameplay - Blueprint - Jun 27, 2015

Overridden functions in Child Blueprints cannot be converted to/from pure functions. Reproduced in 4.8.1 and Main (//depot/UE4/Promotable-CL-2601051) ...

Handheld AR On IPad Has Dark Contrast Issues And Constant Screen Tearing When Mobile HDR Is Disabled

UE - Platform - XR - Mar 4, 2020

When MobileHDR is disabled in a packaged AR project for iOS there is a big constrast with the brightness in the image and constant screen tearing. This is happening specifically with images captured ...

Functions in the Level Blueprint throw a warning on PIE

UE - Gameplay - Blueprint - Mar 3, 2015

Functions in the Level Blueprint throw a warning on PIE: LogBlueprint:Warning: FMemberReference::ResolveMember (NewFunction_0) bSelfContext == true, but no scope supplied! Every function logs thi ...

Precomputed AO Mask is no longer working

UE - Graphics Features - Dec 23, 2015

Precomputed AO Mask is no longer working in 4.11 Preview 1. This is a Regression from 4.10.x where this was working as intended. I've attached a zip file with the quick test that can be dropped in ...

Use Single Process settings adjusted while Use Single Process is disabled are retained while Use Single Process is enabled

UE - Networking - Jul 1, 2015

Use Single Process settings adjusted while Use Single Process is disable are retained while Use Single Process is enabled. This can be problematic when there are issues with having Use Single Proces ...

Dynamic Shadows are not working when deployed to a mobile device

UE - Platform - Mobile - Dec 22, 2014

When deploying a Third Person Template project to a Mobile device, there will be no dynamic shadows in the level coming from the character. Shadows are shown in 4.6.1 but not in the changelist provi ...