Assert on PIE in TM-ShaderModels: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false)

UE - Rendering Architecture - RHI - Jun 11, 2019

Hit a crash attempting to PIE. I then attempted to run with -d3ddebug but the crash stopped and has not occurred since. I was not able to reproduce this on a default level, only TM-ShaderModels On ...

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 ...

Post Process Volume Priority Doesn't Affect Post Process Materials

UE - Graphics Features - Sep 17, 2018

Post process volume priority doesn't affect post process materials. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4369303 ...

Spaces in SCS component variable names carry through to the component template object name.

UE - Gameplay - Components - Feb 28, 2018

Naming an SCS component variable something like "My Scene" results in a component template UObject named "My Scene_GEN_VARIABLE" (space included). This causes the property editor/details view to fa ...

Particle SubUV Expression Does Not Use Texture Input

UE - Niagara - Oct 31, 2017

Particle SubUV expression does not use texture input. Per User: ParticleSubUV function in Material Editor do not take Texture from Tex node. Since int32 UMaterialExpressionParticleSubUV::Compile( ...

Cannot use Goto Definition on Engine native function in Binary build

UE - Foundation - Core - Sep 19, 2017

User is not able to use Goto Definition on Engine native function in a Binary (Launcher) build. Notifications appear reading "Could not find code file...", and the following is spammed in the outpu ...

Assertion Failed AsyncLoading.h on launch of a Dedicated server built from the First Person Template

UE - Networking - Mar 9, 2017

Using the first person template to build/compile/package a dedicated server causes the server to assert shortly after launch. This assert does not occur when building a dedicated server from a thir ...

Real-time thumbnails causing large performance issues

UE - Graphics Features - Feb 1, 2017

When Real-Time Thumbnails are enabled in the content browser and you have many blueprints with static meshes (or anything that is rendered in the blueprint's viewport), the real-time tooltips cause ...

Nodes impacted by code changes do not generate warnings after HotReload

UE - Gameplay - Blueprint - Oct 20, 2016

I noticed this while executing https://jira.it.epicgames.net/browse/UEQATC-1441. At step 10, there should be warnings on the nodes that were updated by the HotReload. This is a regression from 4.13 ...

Nested component subobject visualization and defaults editing is not working properly.

UE - Gameplay - Components - Jul 28, 2016

Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...