Tile Grid persistently visible with Tile Map when viewed through Orthographic Camera

UE - Gameplay - Paper2D - Aug 27, 2015

The Tile Map grid is consistently visible when playing and viewed through Orthographic camera. The user reporting the issue noted some observations which I can also confirm are occurring in both en ...

Widget Components Add Thin Black Outlines to Images

UE - Editor - UI Systems - Dec 13, 2019

When a slate element that uses a png with a transparency the edges have a black outline. When the Widget3DPassThrough material is applied to the widget the effect is lessened, but is the outline sti ...

Renaming a component in a parent blueprint can lead to data loss in its unloaded child blueprint.

UE - Gameplay - Blueprint - Jan 20, 2020

A child blueprint won't be marked dirty if it hasn't been loaded and you rename a component on its parent blueprint. This can lead to a situation where the editor can be closed without prompting the ...

World Aligned Blend Ignores Mesh Scale

UE - Graphics Features - Nov 25, 2016

When scaling the mesh the world aligned alpha projected onto the mesh doesn't adjust or change according to the surface of the mesh. It appears that scale is locked in object space so an object with ...

Default name 'None' for TextureSampleParameter2D blocks overriding in the material instance.

Named 'None' in the material editor, TextureSampleParameter2d is not overridden in the material instance. ...

Global illumination Postprocess settings doesn't affect Reflection on Mobile

UE - Platform - Mobile - Jul 29, 2019

Postprocess GI related settings look like working in 4.22 on Mobile now, but seems buggy, Not sure if it has supposed to be supported on Mobile since it has no any info in Doc or 4.22's release note ...

Mesh Renders in Main Pass if Both "Render CustomDepth Pass" & "Render in Depth Pass" Are Enabled, While "Render In Main Pass" is Disabled

UE - Graphics Features - Dec 25, 2019

Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...

Texture Sample Parameters cause error when used in Make Material Attributes Material Function

UE - Graphics Features - Mar 17, 2015

When creating a Material Function for the use in a Layered material setup using the Make Material Attributes Node, you cannot use a Texture Sampler Parameter. Also Reproduced in Main Promotable-CL- ...

Specular Highlight Much Stonger/Larger In Forward Shading

UE - Graphics Features - May 15, 2017

In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...