Merged actors cannnot cast shadows when source actors Cast Shadows is disabled

UE - Engine Scaling - Streaming - Merge Actor - Aug 19, 2020

Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...

"Complex Collision Mesh" is not rendered in "Visibility Collision" view mode

UE - Runtime - Simulation - Jul 29, 2020

Consider this function in StaticMeshRender.cpp. FStaticMeshSceneProxy::GetDynamicMeshElements Now look for this line in the function: if(bDrawComplexWireframeCollision || (bInCollisionView && bDr ...

Character rotations can diverge between clients and client/server briefly under packet loss and using bOrientRotationToMovement

UE - Runtime - Character - Jun 4, 2020

At some points the rotations will diverge briefly while the client and server attempt to rotate to the orientation direction by going different directions about the rotation axis. ...

Scene Capture is not capture the planar reflection

UE - CAPT - Color Pipeline and Rendering - Jan 28, 2020

https://udn.unrealengine.com/questions/545555/view.html The issue reports as a UDN ticket. Planar reflection is not captured by scene capture.  [Link Removed] commented, I suspect it has to do w ...

SteamVR - WidgetComponent DrawAtDesiredSize lag spike

UE - Platform - XR - Dec 3, 2019

Having an actor with a WidgetComponent + DrawAtDesiredSize will cause a lag spike when size changes in VR. Additionally, If you enter a value other than 100 in SetWorldToMetersScale the 'draw at ...

[Feature Request] SingleWaterLayer Materials don't receive shadows with Baked or Partially Dynamic Lighting

UE - Rendering - Features - Dec 2, 2019

Using baked and dynamic lighting produces varying results when implementing SingleWaterLayer Materials. This was reported and tested in 4.24 Preview 4 (CL-10387632) and reproduced in Main 4.25 (CL ...

Getting Fullscreen or Windowed Resolutions doesn't fully execute on Linux

UE - Rendering - RHI - Oct 28, 2019

When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux.  In Engine ...

LODbias settings appear to have no effect when specified by GPU on android

UE - Platform - Mobile - Systems - Oct 3, 2019

When setting the LODbias via the device profile for a specific Android GPU it does not appear to have an affect on the textures when run on the device ...

Directional light triggers 'too many overlapping lights' error in forward shading

UE - Rendering - Features - Sep 24, 2019

The underlying reason seems to be that the stationary lights require SM channels for casting shadows  from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...

Texture Object Parameter Being Read Even If It Is Not Used In a Material

UE - Rendering - Features - Jul 17, 2019

Texture Object Parameter Being Read Even If It Is Not Used In a Material.  Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 2 CL# 7321677, 4.24 CL# 7329126 This is ...