Crash when making Android package in SlateTextShaper.cpp

UE - Editor - UI Systems - Slate - Apr 7, 2020

Crash when outputting garbled text when creating Android package. It did not occur in my colleague's environment using English OS, but occurred in my environment using Japanese OS. This issue should ...

[CrashReport] Linux crash - /usr/lib64/opengl/nvidia/lib/libGLX_nvidia.so.0

UE - Platform - Linux - Jul 20, 2017

This is a common Linux crash that has occurred since at least 4.14. ...

Morph target LOD over 0 not worrking with GPU skin

UE - Rendering Architecture - RHI - Dec 17, 2019

I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...

Setting Fixed Frame Rate Prevents Particle Collision In PIE, Standalone, and Packaged Game

UE - Graphics Features - Oct 12, 2016

If you set the project to use a fixed frame rate, particle collision no longer works. ...

[CrashReport] GPU Hang on Linux - /usr/lib/nvidia-381/libGLX_nvidia.so.0

UE - Platform - Linux - Aug 16, 2017

This is a trending GPU hang crash on Linux in 4.16 and 4.17. It is similar to [Link Removed] (nvidia-375) ...

Landscape No Longer Renders when Setting Max Desired Draw Distance Above 0

UE - World Creation - Worldbuilding Tools - World Composition - Jul 1, 2019

Landscapes no longer renders when setting max desired draw distance above 0. Found in 4.21 CL# 4753647, 4.22 CL# 7053647, 4.23 CL# 7208101. 4.24 CL# 7210422 ...

Material editor crash in 5.0.2

UE - Rendering Architecture - Materials - Sep 2, 2022

Nanite custom depth rendering is missing support for r.CustomDepthTemporalAAJitter=0

UE - Graphics Features - Nanite - Dec 14, 2023

Nanite custom depth rendering doesn't "de-jitter" the view parameters for custom depth rendering when r.CustomDepthTemporalAAJitter is set to 0. This was discovered by a licensee and reported via U ...

Line Trace only returns Physical Material data from the Element 0 material slot

OLD - Anim - Apr 11, 2017

Line Trace only returns Physical Material data from the Element 0 material slot of a skeletal mesh. All other material slots are ignored. This is present on any skeletal mesh but is also reproducib ...

In the Anim Sequence Editor set a Notify's MontageTickType to be fixed to BranchingPoint if that Notify is a Native Branching Point

UE - Anim - Gameplay - Jun 30, 2023

To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint.  ...