"ShowFlag.InstancedFoliage 0" hides HISMC

UE - World Creation - Worldbuilding Tools - Foliage - Jul 29, 2020

Hierarchical Instanced Static Mesh components that contain no foliage are disappearing when ShowFlag.InstancedFoliage 0 is used. This was reported and tested in 4.24.3 (CL-11590370) and reproduced ...

Fix rarely leaking Particle System Components

UE - Graphics Features - Jul 22, 2015

User has found an issue in which Anim Notifies, spawning particle system components that cannot ever render will leak the particle system component. The user has a working fix but it's likely not i ...

Oculus mirror window goes black when headset removed for any mirroring mode besides 0

UE - Platform - XR - Nov 16, 2016

If using any hmd mirroring mode besides 0 on Oculus, when the headset is removed, the mirroring window goes black in a packaged build, or in -game, for example: UE4Editor.exe VrTemplate4x15 MotionCo ...

Frame rate issues using Fixed Frame Rate and Matinee

Tools - Aug 10, 2016

Frame rate issues using Fixed Frame Rate and Matinee. This could be similar to some issues involving "Force Fixed Frame Rate". ...

Cascade ParticleRelativeTime Outputs Constant 0 on Mobile

UE - Niagara - Aug 29, 2018

Cascade ParticleRelativeTime outputs constant 0 on mobile. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4321618 ...

Crash when Landscape Max LODLevel is set to 0

UE - LD & Modeling - Terrain - Landscape - Mar 16, 2018

Reproduced in 4.19.0 CL 3944462 and 4.20 Main Unable to reproduce in 4.18.3 CL 3832480. This is a regression. ...

r.AllowOcclusionQueries 0 keeps increasing PrimitiveOcclusionHistorySet memory

UE - Rendering Architecture - RHI - Nov 29, 2022

r.AllowOcclusionQueries 0 skips the call to TrimOcclusionHistory(), so the PrimitiveOcclusionHistorySet container continues to grow. ...

TAssetPtrs are not properly fixed up in client PIE instances

Tools - Aug 18, 2015

Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...

Integrate fix for improper failure case for allocation of RenderTargets in Oculus

UE - Platform - XR - Feb 6, 2017

CL 3278583 contains a fix for improper failure state allocation of render targets, which causes intermittent crashes when the HMD is unplugged or has a power interruption. This CL fixes the crash ...

Vehicle destroyed when long stiff value is set to 0

UE - Simulation - Physics - Jan 3, 2019

When setting the Long Stiff value to 0 for wheels it appears to destroy the actor as soon as the wheel come in contact with the ground ...